8a4e4a676263b5e6004018bfe581977c9c3c7cc4
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Commits
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8a4e4a6762 |
Play sounds as notes of an instrument asset #331
A sound could only be played as it was, one at a time. An instrument
is a node graph that makes a note a sound: Notes nodes bring the note
in, Samples play sound assets for it, the effects of a sound FX shape
it and the Output sums the layers. Its tab plays it from a keyboard,
a behavior with Play note. It is what patterns and songs (#330) will
play.
- New asset type instrument, under the heading Music, not placeable.
A new one starts as Notes into a Sample into the Output.
- Notes are counted as MIDI does: 60 is C4, names like C#4, sharps
only, the lowest C-1. Notes has From and To, outputs any, note,
frequency and velocity, and with Single notes a trigger per note,
each with an optional name for a drum kit.
- New port type trigger, only into the trigger of a source. Inputs
can take any number of edges now (PortDef.many): a trigger, and
the Output, which plays everything into it side by side.
- Sample plays a sound asset. Follow note shifts it by note - root
through the pitch worklet of #317, so it keeps its length. Gate
fades it out at the end of the note, One-shot plays through. Loop
runs between Loop start and Loop end, also in the worklet.
- Parameters declares the instrument's own parameters with a
default. Sound FX sends the sound through a sound FX asset, its
parameters as inputs, the sound set in where its Input was.
- compileInstrument walks the graph once per note. A trigger is on
only for the notes it stands for, a silent source silences what it
alone feeds, a Mix with a silent side is the other side. velocity
and the parameters stay open for the voice. Builds are cached per
note until the graph or a sound or FX it names changes.
- The player takes a note as one voice of several layers, each way
with its own file and volume. release fades the gated ways out,
one-shots play on. playNote can release after a duration.
- Play note plays one note with velocity, volume, duration and
detached, and hands out voice for Set sound FX parameters and
Stop sound. Velocity is always loudness. Instrument parameters
picks values for the instrument's parameters like Sound FX
parameters does for an FX, renames follow.
- The tab has the graph, a header field per parameter, Stop, and
128 keys below. Keys without sound are grey. A key plays while it
is held. Focused, the computer keyboard plays as in a tracker by
KeyboardEvent.code, the arrows move the octave.
Findings:
- A label of the keys set fill on the shared small text style and
darkened every small label of the editor. Caught in a screenshot
before the commit, the keys have a style of their own now.
- Suite task 523 on
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de14f0f9e2 |
Play a sound through a graph of gain, pitch and EQ effects #311
A sound could only be played as it was uploaded. A Sound FX asset is
a node graph like a shader: Input, effects, Output. Play sound has a
new input fx that sends the voice through it.
- New asset type soundfx ("Sound FX"), not placeable, with a graph
and its own tab. The heading in the asset panel is "Sound effects",
so it does not take the click meant for the + menu entry.
- Nodes in core/soundfx/nodes.ts, category sound, port type audio
that only fits audio: Input, Output, Gain (dB), Pitch (semitones),
EQ (80 Hz and 12 kHz shelves, peaks at 250 Hz, 1 kHz and 4 kHz).
- compileSoundFx walks back from the Output with the shared graph
emitter. An input takes one edge, so the result is one line: a
pitch and a list of gain and filter stages. A node without input
or a graph without Output reports a problem on the node.
- Pitch is the playback rate of the source. It applies to the whole
sound and also changes its length, the node description says so.
- The BehaviorSystem resolves fx and hands the line to the AudioSink.
An fx that is missing or does not compile plays the sound dry.
- SoundLibrary wires source, stages, volume, destination in that
order. stats().last now also names pitch and stage count.
- The tab header picks one of the project's sounds and plays it
through the graph as it stands. Stop there ends only its own voice.
Tests:
- soundfx.test.ts (new, 11), sound-library (9, +2 for the wiring),
node-catalog (+1 for fx), graph and asset-groups adjusted
- e2e 34: ALL PASSED - 26 checks (+5: + menu opens the tab, palette,
2 effects, tab Play and game Play through the FX at -12 st)
- Gate on melektaus-atx: typecheck, lint, prettier clean, 239 of 240
test files green. The red one was sound-library (its fake
AudioContext had no playbackRate), fixed afterwards, gate not
re-run in full.
- Counter-check: without the audio rule in portsCompatible the port
test fails.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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a526e1b40f |
Use a shader graph as a node in other shaders (#303)
A calculation needed in several shaders (a greyscale, a noise, an outline) had to be built again in every one of them. A shader function keeps it as an asset of its own, called like a behavior is since #16. - New asset type `shaderfunction` ("Shader function"), edited in the Shader tab. The panel beside the graph shows no picture, the readout counts its inputs and outputs. - Two new nodes: `Function input` and `Function output`. Their declared ports, numbers or colours only, are the ports of every call. One of each per function, like Start and End. - The call is node `ShaderCall`, named after the function. The palette lists every function, it can be dragged in from the Assets panel, and a double-click opens it. - The compiler sets the function in where it is called (`inlineFunctions`). It renames the copied nodes `<call>/<node>` and turns an unconnected port into a constant. Passes, Time, the Edge cut and the corner walk then see a plain graph. - A problem inside a function is reported at the call, in the function's words. The function's own tab checks it on its own (`checkShaderFunction`). - `ShaderLibrary` keys a shader on its graph and on every function it calls, however deep, so a change reaches every caller. - The port commands mirror a new, renamed or removed port into every call, as for a behavior's Start and End. `NodeDef.portKinds` holds the two ends to Number and Color. - As agreed in the issue: no `Property`, `Color property`, Output or Vertex output in a function, and `Time` is the caller's clock. - Own decision: a `Pass` may stand in a function. It becomes a pass of the calling shader, so a wide blur can be a function. - A function calling itself, also through another, says so at the node and is not set in. The palette does not offer such a call. - The Shader tab showed only the compiler's problems. A call nothing reaches was never compiled and looked healthy, so a call now also shows its own problem there, as in a behavior. Tests: - Gate: 228 files, 3510 tests, CHECK EXIT 0 (+13: 11 in tests/core/shader-functions.test.ts, 2 for the new icon) - e2e 28: 100 checks, all passed (+3 in 28l-viii). Called and in place both #606060/#a2a2a2, halved in the function #303030/#515151. - Counter-check: a fingerprint without the called functions fails 1 unit test, and in the browser the change check (#606060 stays). - The first e2e runs found two faults, both fixed: a double-click only selected the function, and an unreached call of itself showed no problem. - e2e total 1728 is computed (1725 + 3). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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7dd3ae1131 |
Tie two objects with a hinge, a spring, a rope or for good (#154)
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
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0c41cb97b1 |
Clip the children of an object to a clip area (#260)
An inventory grid could not scroll, because nothing could cut a child off at an edge. A game also had no way to hear the mouse wheel. Both are needed for a scrolling list, a dialog text or a window with more content than room. - A new object type Clip area has width and height and turns, scales and mirrors with its parent. The size gizmo drags width and height. - Everything below a clip area, on every level, is drawn only inside its rectangle, in the Scene view as in the game. Nested areas cut to their intersection. The rule works on a convex polygon, so a turned area cuts right as well. - On click, Is hovered and On mouse wheel do not hit a cut-off part. The Scene view does not pick it either. - In the Scene view the area is a dashed frame that is grabbed only at its edge, so a click inside lands on the content. The eye under Shape hides the frame. In the game the area is invisible. - While an object below an area or one of its parents is selected, the Scene view shows the cut-off part at 30 % opacity and it can be grabbed there. The rule lives in core/properties/clip.ts. - The Properties node knows the type Clip area. - The new event node On mouse wheel fires by the rule of On click. Its delta counts in notches, positive is down, and a frame's turns arrive as one value. It also gives x and y. Limits: - Only sprites and texts show the faded rest. Tilemaps and particles are cut and can be grabbed when open, but are not shown faded. - Masks by texture shape are out, as noted in the issue. Tests: - ./check.sh: 2773 tests, CHECK EXIT 0. - Full e2e run (local): ALL PASSED, 1549 checks, measured. - tests/core/clip-areas.test.ts: 12 tests for the cut rule, scene and game, save and load, hits, the wheel with and without owner, the notch conversion and the open rule. - e2e 58, 5 checks with real mouse and wheel: the scene cuts (74 of 74 red inside, 0 outside), a click on the cut part picks nothing, the selected rest is faded and grabbable, the game cuts, one notch logs 1. - e2e 04 and 46 count the object types and the eye rows. They now include Clip area. - Counter-checks: 6 in unit tests and 3 in the browser, all fail as expected. The originals were restored and checked with cmp. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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61bbb96a96 |
Define a struct once as an asset and reuse its shape (#253)
A struct used to declare its fields wherever it stood. The same shape in two variables meant typing it twice, and Pack/Expand copied it once without staying in sync. A Struct asset now holds the shape in one place, and every struct that picks it as its type follows it. - New asset type "Struct" (not placeable, group Structs, own icon). The inspector shows its fields with name, kind and default value, and "Open" shows them in the variables tab. - Struct variables and struct fields get a Type row: own fields, any Struct asset, or "Make struct type". With a type the fields come from the asset and cannot be added, renamed or removed there. The values stay per variable, overrides on placed objects still work. - Pack and Expand get the setting Type. With a type their ports are the fields of the asset and read-only in the inspector. - A change to the asset reaches every typed place in one undo step (syncStructTypes). A new field arrives with its default. A removed field goes along with its port, edge and typed value. A renamed field keeps its value in variables, overrides and on ports with edges, also through nested types. - Undo for these edits records plain assignments (Recorder), because the reach of a change is not known in advance. - Cycles such as Loot in Loot, also through another type, are refused and not offered in the picker. - Deleting the asset names how many places use it. Afterwards each place keeps its fields as its own. - Loading reshapes a stale copy in a project file to its type. - "Make struct type" creates an asset from an existing struct and links the place to it. Differs from the plan: - A changed default value applies to new fields and newly typed places only. Existing values stay. - Removing a single field shows no warning. Undo brings it back. Typed lists are left for #254. Lists stay dynamic for now. Found by e2e: after deleting or renaming the type the inspector did not rebuild and kept showing the old name. Fixed, the check was red before. Tests: - ./check.sh: 182 files, 2661 tests, CHECK EXIT 0 - GM_STEPS=1,4,21,22,54: ALL PASSED, 176 checks - 14 unit tests in tests/core/struct-types.test.ts - New e2e module 54 with 14 checks, real mouse. Module 04 counts 23 asset types. - Counter-probes: without the rename pass 4 unit tests fail, without reshaping values 8, without the cycle rule 1. In the browser, without spreading changes and with + Field despite a type, 3 checks fail. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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393b8ec7f9 |
Build your own easing curve and use it on keys and Lerp (#247)
The built-in eases cover the usual shapes, but a game often wants its own: a coin that bounces twice, a door that overshoots and settles. A new asset type holds such a curve, and keys and the Lerp node can pick it instead of a built-in ease. - New asset type "curve": points like in Vector art, x is t and y is the value. A new curve is the straight line from (0, 0) to (1, 1). - One pure evaluation in src/core/model/curve.ts serves the timeline preview, the running game and the Lerp node. - The curve always has one value per t. The end points stay at t 0 and 1, points cannot pass each other, and a handle that reaches past its neighbour is shortened along its direction. Loading a hand-edited file applies the same rules. - Curve tab: click on the line to insert a point that keeps the shape, click on free space to put one there, drag points and handles, double-click or Delete removes, Alt-click toggles round and sharp. Every step is one undo step. - Presets: all 30 built-in eases plus Linear, fitted with adaptive subdivision. Each stays within 0.4 % of the built-in ease. - Preview: a dot runs along the curve once a second, a second dot shows only the value. The Preview button stops it. - Animation keys get "Curve" under Easing with a curve picker. Lerp gets "Curve" under Ease, and its result may overshoot b. - A missing or unpicked curve runs linear. The inspector says so, the node shows it as a problem, and deleting a used curve warns with the number of keys and Lerp nodes. Tests: - ./check.sh: 180 files, 2612 tests, CHECK EXIT 0 - GM_STEPS=1-6,25,53: ALL PASSED, 309 checks - New e2e module 53 with 13 checks, all with the real mouse. Expected values come from its own Bezier evaluation. - Counter-checks bite: without Bezier evaluation 4 unit tests fail, without handle clamping 2. In the browser, a key that cannot find its curve, a click that sets no point and a handle drag that moves the point all turn checks red. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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66d6aafbb4 |
Pixel art can be drawn in its own tab with layers and frames (#130)
Textures are uploaded files named by their content, so they cannot be edited in place. Pixel art is therefore its own asset type, like vector art. Its pixels live in the project and the tab rasters them into a texture that sprites, tiles and animations can use. - New asset types Pixel art and Palette. The first pixel art of a project gets a palette with the 16 PICO-8 colours in the same undo step. Every pixel is a palette index, 0 is transparent. - Each layer on each frame is its own file data/pixels/<sha256>.px. The project only holds the names, so undo swaps names. The browser computes the hash and uploads new cels before the project is saved. - New route POST ?r=pixels in api/lib/PixelStore.php. It answers 201 and 422 for broken data. data/pixels/ is git-ignored. - Tools: pencil, eraser, fill (contiguous or all pixels of a colour), eyedropper, line, rectangle and ellipse (outline or filled), brush size 1 to 8. - Layers can be added, deleted, renamed, reordered, hidden, faded and merged down. Frames can be added, duplicated, deleted and reordered, with onion skin and a small playing preview. - Zoom 1x to 32x in whole steps, grid from 8x, a 3x3 tile preview and Resize... with a 3x3 anchor. - All frames sit side by side in one image. Each frame is a region like a cut texture frame, so texture rows offer "Asset / Frame 2" and the context menu has Create animation from frames. Decisions: - Merging down drops the opacity of the upper layer. Indexed colours know no blends. - Only the last palette colour can be removed. Otherwise the indices of every image using the palette would shift. - Undo stores the whole layer per stroke instead of pixel diffs. - Alt+click picks a colour. It is a mouse gesture, not a shortcut. Follow-up issues: #197 import from texture, #198 selection and flipping, #199 PNG export, #200 more tools. Tests: - ./check.sh: 136 files, 2049 tests (before 135 / 2011). 34 new in tests/core/pixel-art.test.ts, 4 from the icon tables. - e2e module 48 fresh: ALL PASSED, 29 checks, console empty. - Counter-probes bite: five on the unit tests, upload order (2 tests fail) and cels not uploaded in the browser (1 check fails). - Check total 1259 in README is computed (1232 measured in CI + 27). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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bdb3f066cf |
The asset type "vector art" exists as a model, which is stage 1 of #129 and shows nothing in the browser yet on purpose: a vectorart asset is not placeable, sits in the + menu and in the asset panel with its own icon (a curve between two points) and has no tab, so it behaves like a font - selectable, its rows in the inspector, a double click leading nowhere - because the tab is stage 3 and half an asset would only be in the way; the data model in Asset.ts is a shape built from rings (even-odd, so a shape may have holes, answer 6 in the issue), a ring being points with optional bezier handles in/out stored as an offset from the point and a closed flag (an open path is stroke only, answer 4), plus fill colour, opacity and an optional stroke (answer 5) - the two handles are kept apart instead of mirrored, because what "smooth" means is the editor's business and not the model's; canvas width, height and the filter are properties, so they get an inspector row and undo like any other, while the shapes are intrinsic data like the frames of a texture; the revision that #185 hands to the picture path is a fingerprint of what is drawn, not a counter, which is exactly why that key took a string token - no command can forget to bump it - and the name of a shape is deliberately left out of it, renaming changing no pixel; six undo commands in the new vectorArtCommands.ts (add a shape numbered in order, remove one which comes back to its old place - unlike a tilemap layer the last one may go too -, rename, move, write the rings as one step per gesture with the list copied, and set the style where stroke: null takes it away) and the pure function shapeOrderTarget for the four buttons of the planned inspector list (one forward, to front, one back, to back), which also serves dragging in that list; loading from a project file is strict - a point without numbers falls away, a broken handle leaves a corner behind, duplicate shape ids fall away like duplicate layer ids, a stroke of width 0 is no stroke - while a ring with a single point, which is what someone is drawing right now, stays; three findings on the way: JSON.stringify as the fingerprint was wrong because the same drawing came back from a project file as {points, closed} and was built as {closed, points}, so a reload would have rasterized the same picture under a new key (the fingerprint writes its fields in a fixed order now and a test measures that case), toNumber in serialize.ts turns any nonsense into 0 so the Number.isFinite checks ran into nothing and {x: 'far'} became the left edge instead of vanishing (shapes read numbers strictly via asFinite, 0 being a place on the canvas here), and "Vector art" would have been both a menu entry and the panel heading, which an existing test catches because a click by text would hit the heading - the group is called "Vector drawings" now while the menu entry stays "Vector art"; 20 new unit tests in tests/core/vectorart.test.ts and three counter-checks hold: the fingerprint back on JSON.stringify fails 2, reading the numbers loosely again fails 4, and not copying the ring list fails 1; no e2e check and the check sum stays 1157, only module 04 counting 19 asset types instead of 18 (#129)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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e3ebf44593 |
Asset panel grouped by kind with icons: assets are listed under a header per kind (Sprites, Behaviors, ...) with the count on the right, empty groups are not shown, every group starts folded when a project is opened, a click on the header folds and unfolds it, selecting an asset elsewhere unfolds its group and folding the group of the selected asset clears the selection; every asset kind has an SVG icon in src/editor/panels/icons/ drawn before the name, the pure rule for grouping and sorting lives in assetGroups.ts; the same icons replace the kind word in document tabs and the overflow menu (a list icon for the List tab, which also fixes the close x lying over the end of the active tab's text), stand before every entry of the + menu (Button got an icon option) and on the right of scene object rows instead of the type name; the colour swatch next to sprite names is gone from both panels; the SVG loader moved to src/ui/svg.ts for both icon sets; test hook assetRow unfolds the group and scrolls to the row, assetRowShown only reads, new hook menuIcons; e2e 4g and 4h, 14 and 44a check the icons (#176)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |