Recurring cleanup round over the code since round 6 (056a622), 105
commits. Behaviour is unchanged. Duplicated code in src went from 29
clones with 229 lines (0.32 %) to 14 clones with 109 lines (0.15 %),
measured with jscpd and the same settings as round 6.
- BehaviorSystem.ts shrinks from 941 to 589 lines. Collecting the
pulses (keys, timers, collisions, animations) moved to
behaviorPulses.ts. The NodeContext the nodes receive moved to
behaviorContext.ts. Imports from outside stay the same, TimeScaled
is still exported from BehaviorSystem.ts.
- PointKindButton and drawPointGrip replace the "Point:" button with
its menu and the point and handle drawing that the curve and the
vector art tab each had on their own.
- lerpVec, cubicAt and splitCubic in src/core/util/vec.ts replace four
copies of the cubic curve and two de Casteljau splits.
- mapNested in Properties.ts is the one walk over lists and structs
that liveObjects and objectRefs did separately. withFieldRenamed
and withoutField replace three copies of renaming a struct field
and two of removing one.
- jsonBody and staleRevision build the JSON body and turn a 409 into
StaleRevisionError for all stores. The auth store turns a 401 into
its error in one place.
- Smaller helpers: structAssetFrom for the two "Make struct type"
commands, shownObject in the inspector, selectedItem for the size
gizmo and the polygon corners, solidTiles in the tilemap collision,
requireVariablesAsset and requireBehaviorVariable.
- Left as is on purpose: the plain forwarding from the collision and
physics systems to Solids, the pointer wiring of the canvases and
the identical last lines of the two make commands.
- Removed unused code: tilemapTileIds and tilemapsUsing were never
called since #128 and #131. EditorState.runtimeProject became unused
with GameRun in #266. The assetId getter of the make commands was
read only by a test.
- 60 values used only in their own file lost their export. The shader
and particle node catalogues stay exported as in round 6.
- Five comments that told history now describe the current state. The
doc comment of BehaviorSystem sits on the class again.
- README lists the struct, clip area and curve assets and mentions the
game link from #266.
Findings:
- Deleting a tile that is painted on a tilemap leaves its cells in
place, and they draw nothing. The delete dialog does not mention the
tilemaps. That was probably the job of the unused tilemapsUsing.
Left as is, because fixing it changes behaviour.
- The solid filter for tile surfaces was untested. A bent filter
stayed green. A new test in tests/core/surface.test.ts now fails
against it.
Tests:
- ./check.sh: 195 files, 2815 tests, exit 0 (one test removed with
tilemapsUsing, one added for tile surfaces).
- Full e2e run: ALL PASSED, 1580 checks.
- Smokes jumprun, tetris, actor: 24, 19 and 21 checks, all passed.
The example project files were restored byte for byte afterwards.
- Counter-checks, 12, all fail as expected: 10 in unit tests (among
them mapNested, splitCubic, cubicAt, staleRevision, the stay pulse,
the late timer and the time scale), 2 in the browser (Point button
always enabled fails 47, selectedItem without a hit fails 29).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A project with three tilemap layers, two of them with collision on
water and hill tiles, ran at 33 to 52 fps. A CPU profile showed that
almost all of the time went into the collision geometry of the map.
It was rebuilt from scratch every frame although nothing had changed.
The animated water makes the views redraw every frame, so the cost
was never skipped.
- New module tilemapMemo keeps what is derived from the cells: the
tiles of a layer, the blocking cells, the rectangles and polygons.
It is reused as long as the content stays the same.
- A brush stroke paints into the existing cells object. The memo
therefore compares the content cell by cell, not the identity.
The comparison walks two arrays in insertion order.
- Clipped outlines are kept per outline list. The model always
replaces that list instead of changing it.
- PhysicsSystem no longer rebuilds the shapes of a tilemap each tick
while its cells, placement and settings are unchanged. Before, it
also built a JSON key from all world shapes every tick.
- The overlaid layers after Set tile in a run stay stable. Otherwise
the memo would miss on every call after the first edit.
The #184 work only helped Move and raycasts, not this path.
Measured on stein2 (i5-7500T, HD 630), script time per frame:
- Scene, nothing selected: 17.7 ms, 52 fps -> 5.8 ms, 60 fps
- Tilemap selected: 26.2 ms, 38 fps -> 8.6 ms, 60 fps
- Play: 29.9 ms, 33 fps -> 8.7 ms, 60 fps
About 3 ms per frame remain. The content comparison costs roughly
60 us per 700-cell layer and runs about 40 times a frame. The mesh
geometries in TilemapField are still rebuilt every frame.
Tests:
- ./check.sh: 162 files, 2377 tests, CHECK EXIT 0 (before 2370)
- e2e 1-5 and 39-43: ALL PASSED, 289 checks
- 7 new unit tests in tests/core/tilemap-memo.test.ts
- 5 counter checks (content ignored, no memo, outline by kind only,
physics always rebuilds, layer settings ignored) each fail their
test. All originals are back, checked with cmp.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Issue #193 asked where friction, bounciness and density of a tile
live. Tiles had a fixed surface (friction 0.5, bounciness 0) and a
collider could not use the outline drawn on a texture frame (#141).
Both gaps are closed here.
- A collider has a fifth shape "Frame collision" with a Frame row.
The frame is picked like a sprite's texture and stored as the
value 'frame'.
- The shape is linked, not copied. Redrawing the outline in the
texture tab changes every collider using that frame, in the editor
and on the next play.
- The frame centre sits on the collider origin, one image pixel is
one unit. The shape turns, scales and mirrors like any other.
- Every outline ring blocks. Each ring is split into convex parts the
same way a polygon is.
- Without a frame, with a whole texture or with a frame that has no
outline, the collider is drawn red as a box and blocks nothing.
- Move, Rapier, raycast, detection, hit test, drawing and footprint
all resolve the frame. At runtime an entity looks the frame up
live in the current project.
- A tile has Friction and Bounciness next to Solid and One-way. The
rows only show when Solid is on. Defaults and mixing rules match
the collider. Density is left out because a tilemap never moves.
- Tilemap cells are grouped by surface as well as by one-way angle.
Ice and stone never merge into one rectangle, and every cell brings
its surface to Move and Rapier.
Findings:
- A tile with a collision scale below 1 is no longer flush with a
neighbour of another surface. It is inset there like at an open
side, the same as next to one-way tiles today.
- A bounce test first measured 0.84. The ball had landed on the hero
at the origin, not on the tile. On the tile it measures 0.993.
Tests:
- ./check.sh: 130 files, 1931 tests, exit 0 (was 129 / 1917).
- 14 new unit tests in tests/core/surface.test.ts. The Move tests run
against the editor run and the physics system.
- 3 new e2e checks: 40l (surface rows follow Solid), 42e (collider
has frame size, a walker climbs the slope in the frame).
- GM_STEPS=1-8,39-43 freshly seeded: ALL PASSED, 376 checks.
- Three counter-probes bite: Move ignores the tile surface (2 fail),
Rapier ignores it (1 fails), frame shape falls back to a box
(5 fail).
- Check sum 1198 is computed (1195 + 3), the full run belongs to CI.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>