Commit Graph
4 Commits
Author SHA1 Message Date
adminandClaude Opus 5 1116818011 Vector shapes can be combined by union, subtract and more (#187)
game-maker / gate (push) Successful in 2m13s
game-maker / suite (push) Successful in 7m51s
Building a shape out of simpler ones meant drawing the result point by
point. The Vector Art tab now selects several shapes at once and
combines them with a boolean operation into one ordinary shape.

- Ctrl/Cmd+click in the tab and Ctrl or Shift+click in the shape list
  add a shape to the selection. Shift stays pan in the canvas.
- A COMBINE block in the inspector offers Union, Subtract, Intersect
  and Exclude. Subtract removes every upper shape from the lowest one.
- The result replaces the lowest selected shape and keeps its name,
  colours, stroke and place in the order. It is one undo step.
- Curves are flattened to 0.2 canvas pixels, a circle gets about 48
  points. Open lines and single shapes cannot be combined, the buttons
  are off and a hint gives the reason. An empty result is rejected.
- Delete now removes every selected shape, and the selection drops
  shapes that no longer exist.
- The geometry comes from clipper2-ts 2.0.1, pinned. It has no
  dependencies and speaks even-odd directly. Only the engine module
  is imported, the bundle grows by 55 kB instead of 110 kB.

Findings:

- clipper2-js was tried and dropped. It pulls in Angular 15 with a
  high npm audit finding and no fix.
- Pixi finds holes by containment, not by even-odd depth. An island
  inside a hole would be drawn as a hole again. Result rings are
  emitted outer ring before its islands, and a test mirrors Pixi's
  rule.
- A depth sort turned out to be dead code in a counter-check and was
  removed. A pixel check in 47h stayed green without the subtract
  and now checks both colours.

Tests:

- ./check.sh: 134 files, 1986 tests, exit 0 (before 133 / 1968)
- npm run build: exit 0
- GM_STEPS=47, freshly seeded: ALL PASSED, 44 checks (before 39)
- 18 new unit tests, 5 new e2e checks in block 47h
- Five counter-checks bite, originals restored and verified with cmp
- Check sum 1222 in README and wiki, calculated (1217 + 5)

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 11:56:41 +02:00
adminandClaude Opus 5 d02bcca266 Rapier 2D (@dimforge/rapier2d-compat 0.20) comes in as the physics engine: the editor loads it once in the background right after opening a project from its own chunk, so the main bundle grows by 0.19 KB gzip and the first frame does not wait; loadPhysics, physicsStatus and the 100 px = 1 m conversion live in src/runtime/physics/engine.ts, __gm.physics() reports the state, unit tests pin free fall and a box resting on a box, and e2e module 41 pins that Rapier is ready from its own chunk without console noise (#145)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Successful in 6m12s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 16:56:47 +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 5a46124454 Initial commit: Game Maker phase 1
Canvas-only 2D game editor/runtime built on PixiJS v8 + Vite + TypeScript.

- core: asset model (Scene/Camera/Sprite), scene objects with sparse
  overrides, property schema + resolve, command stack (undo/redo),
  serialization and project store interface (16 unit tests)
- ui: custom in-canvas widget toolkit (panels, fields, color picker,
  list/scroll, popup) with a hidden <input> keyboard bridge
- editor: asset/hierarchy panels, schema-driven inspector, toolbar
- viewport: box rendering, camera frame, selection gizmo, drag/zoom/pan
- runtime: world/entity instantiation for play mode, input, camera follow
- api: PHP JSON project store with revision counter (409 on conflict)
- tools: CDP-based e2e smoke test

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 10:07:06 +02:00