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>
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>
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>
A chevron in front of the title toggles it without touching the selection,
and right-click offers Collapse node / Expand node for the whole selection
as one undo step. A collapsed node draws its title bar alone; every link of
one side meets at a single point on it, and hidden links there share one
mark per side, since per-port marks would stack on the same pixels. It has
no ports to grab, so a link dropped on it connects nothing.
Like hiding a link this is drawing only: collapsed is saved on the node and
an expanded node leaves no trace in the project file.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Ein Toggle in der Graph-Kopfzeile lässt gezogene Nodes auf dem 24er-Raster
einrasten – derselben Größe, die den Hintergrund zeichnet. Einschalten bewegt
nichts; die Regel greift erst beim nächsten Zug. Bei Mehrfachauswahl richtet
sich jeder Node für sich aus, statt einem gemeinsamen Versatz zu folgen, der
die alten krummen Abstände mitschleppen würde.
Die Entscheidung liegt als reine Funktion in framing.ts, wo die übrige
Graph-Geometrie schon wohnt, und ist dort wie im Browser gepinnt.
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.
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.
src/viewport/ held three classes only src/editor/ ever used, and framing.ts sat
under graph/ although the scene view wants the same bounds sum. The graph, the
texture and the container tab repeated the same header, subscription and
disposal code with two silent divergences: the graph tab said "nothing shown"
with null instead of '', and the texture tab refell back to the first asset on
a selection change but not on a project event.
These arrive together because GraphCanvas ties them: it reads framing from its
new home, hands its fold marks to folding.ts, and its '' change is what
GraphEditor must agree with.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
A link can be folded away from the canvas: instead of a curve running clear
across the graph, each end grows a short stub with a mark naming the node at
the far side. The curve comes back while either of its two nodes is selected,
so following a connection is a click rather than a search, and a link carrying
a live pulse is always drawn so the trace keeps its thread.
Marks are collected per port, not per link, because several hidden links on one
port used to stack stubs, dots and labels on identical pixels. A bundle reads
"Move +1" and its dot selects every node the port feeds, as one undo step.
The whole thing is one optional flag on the edge; the interpreter never sees it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
A behavior node that cannot run looked exactly like a healthy one: no
start node, no behavior picked, a deleted behavior or a self-call were
all silently skipped. The call still had to be forgiving at runtime -- a
dangling reference must not abort a game -- so the fix is diagnosis, not
an exception: describeProblem() names the one reason, the node draws it
in red under its title, and the inspector repeats it where you pick the
behavior. A missing end node is deliberately not a problem: a call is
always synchronous, and the end node only decides which values come back.
Two ways in: a behavior dragged from the asset panel lands in the graph
under the pointer, and double-clicking a call node opens the graph it
runs. Both reuse machinery that already existed -- the asset panel
already starts the drag, and list views already report double clicks.
The e2e module needed its assets at the head of the asset list: after 18
modules the list is long enough that a newly appended row scrolls out of
view, and the press then lands on the panel behind it, starting no drag
at all. That looked exactly like a rejected drop and cost two full runs.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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.
Three things the graph view did differently from the scene view, or not
at all:
Panning moves to the middle button, which works from anywhere – a node
under the pointer included, since NodeView now lets that one button
bubble up. Shift-drag on empty canvas pans too. The left button pulls a
rubber band instead and no longer pans.
Nodes can be selected several at a time: by band, by ctrl/shift-click,
moved together, deleted together, each as one undo step. The selection
model gains `nodeIds` alongside the objects' `objectIds`.
Fit really fits. It used to pin the zoom at 1 and merely centre, so a
graph larger than the view always left nodes hanging out, and it sized
every node with one guessed height although real ones vary with their
port count. Both sums now live in editor/graph/framing.ts as pure
functions, which is what made the defect testable at all.
The band selects any node it overlaps rather than one whose position it
contains, unlike the scene view: nodes are large rectangles, and a band
drawn visibly across one has to catch it.
Releasing an edge over empty space opened the node palette but dropped the edge
drawing, so the connection being made was invisible exactly while its target was
being chosen. The finished drag is now held in `pendingDrop` and drawn like a
running one until the palette closes, by pick or by Escape.
The e2e check for the Escape path exposed a real defect underneath: `Popup.open()`
blurs the focused widget, `close()` did not. A field inside the popup therefore kept
the keyboard bridge's DOM focus after the popup was gone, and every later Delete or
Ctrl+Z went into that invisible input. The suite caught it one check later ("Delete
removes the node and its edge" found the node still there). `close()` now blurs,
mirroring `open()`.
Verified remotely on the Windows host: 287 editor checks and 24 jump-and-run smoke
checks, no failures.
Dragging an edge now rings the port it would connect to and snaps the line
there. A drop on a node's body takes that node's first free compatible port,
or the last compatible one when none is free, replacing its link. A drop into
empty space opens the palette filtered to the node types the edge could reach
at all, and the picked node arrives wired - node and link as one undo step,
so a single undo takes back the whole gesture.
The decision of what fits what lives in core/graph/dropTarget.ts as pure
functions, tested directly; the canvas only draws the answer. The palette
takes an optional filter rather than knowing about drags.
Verified remote on the Windows box (GPU): ALL PASSED, 284 checks.
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>
- NumberField takes a decimals option (default 3); frame rects and the
slice dialog use 0, matching their integer model.
- Button truncates its label to the drawn width; Dropdown reserves the
chevron slot. NodeView reuses the shared truncate().
- Setting scaleMode leaves the style's shared resource id in place, so
the old GPU sampler stayed in use until a reload. Call style.update().
- Graph gets a header bar like the Texture tab: GraphEditor is now the
frame, the former editor is GraphCanvas. A selection the tab does not
concern no longer unloads the behavior.
- New e2e step 14 guards text overflow across all widgets.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
Number fields derived their display precision from `step`, so `step: 1`
(X/Y/Z, width, height, font size) rendered a stored 100.234 as "100" — and
because `onChange` parses the text, touching the field wrote the rounded
value back into the project. `formatNumber` now renders every number with
three decimals, independent of `step`, which is left to control the scrub
and arrow-key increment only.
Dragging now snaps to the increment's grid (`snapToStep`), so a scrub at
`step: 1` always lands on whole numbers even from a fractional start, while
Alt (x0.1) and the 0.1-step fields keep their precision. Typed values and
arrow keys are untouched.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
- TextField: new onSubmit callback (Enter only, independent of value change)
- NodePalette: use onSubmit instead of onChange, add per-open picked guard
- e2e: new check 13a (type + click row -> exactly one node), wait for
Chromium exit in finally with SIGKILL escalation after 5s
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>