Commit Graph
9 Commits
Author SHA1 Message Date
adminandClaude Opus 5 0607221423 Autotile floor tiles take their inner quadrants rotated by half a tile and their inner corners from the upper right block tile, matching RPG Maker MZ (#118)
game-maker / gate (push) Successful in 1m39s
game-maker / suite (push) Successful in 5m47s
The corner tables are now derived from rmmz_core.js (Tilemap._addAutotile,
FLOOR_AUTOTILE_TABLE, WALL_AUTOTILE_TABLE): the fill quadrants are taken
rotated by half a tile so that neighbouring tiles meet with the quarters that
sit next to each other on the sheet, and the inner corners come from the upper
right tile of the block, not the upper left one. A test pins the model against
both MZ tables, generated from rmmz_core.js rather than typed out.

The animation check in e2e module 39 read its four pixels one by one and could
straddle a frame change; step and pixels are now read in a single call.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 22:28:11 +02:00
adminandClaude Opus 5 57a97ba94f Plugins in data/plugins are loaded at startup and can add a tab with a read-only node board, and the demo plugin shows every asset as a node (#113)
game-maker / gate (push) Successful in 1m38s
game-maker / suite (push) Successful in 5m43s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 19:00:03 +02:00
admin 5671a38044 A game that stays silent is only half a game, so a sound is an asset like any other (#45)
game-maker / suite (push) Successful in 12m1s
Sounds follow the road fonts already paved: the file goes to the server
content-addressed under its sha256, the project keeps a named asset that
points at it, and nothing is ever re-encoded. The format is read from the
file's own signature, not from what the browser claims - the same .m4a
arrives as audio/mp4, audio/x-m4a or as nothing at all.

Playing is two nodes. "Play sound" takes the asset and may raise or lower
its volume; every call is its own voice, so two jumps in a row are two
jumps heard. Its loop input is a choice of three - from the asset, on,
off - because a checkbox has to spend one of its two positions on "not
set" and would lose a case: an asset that loops could then never be
played once.

Below the graph core stays browser-free: NodeContext hands out an asset
id, BehaviorSystem resolves it against the project and folds the asset's
own volume and loop into the call, and only viewport/SoundLibrary knows
about Web Audio. A run without a sink plays nothing instead of throwing.

The CI browser is muted, so the ear is no witness: the debug hook counts
started and stopped voices, and step 34 reads that counter.
2026-09-15 07:54:28 +02:00
rootandClaude Opus 5 86b5363a01 Fonts: a new asset type, picked from the server or dropped in, worn by text objects (#74)
game-maker / suite (push) Successful in 9m10s
A font asset holds a file and nothing else, the twin of a texture: the server keeps it
content-addressed under data/fonts/{sha256}.{ext}, with the format read from the file's own
four-byte signature (finfo reports fonts inconsistently across libmagic versions). A text
wears one through its ordinary Font property, so overrides, reset, undo and the Properties
node come for free; no font means the editor's own typeface.

The picker lists everything the server holds and renders each row in the face it offers.
The family name is gm-font-<hash16>, never the name inside the file, so two "Regular" cannot
collide. WorldViewport.syncText is the single place that draws it, which covers scene, game
preview and play at once.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-13 20:09:59 +02:00
admin e4f607d08a Add wiki to local repo
game-maker / suite (push) Successful in 8m7s
2026-09-13 10:35:16 +02:00
rootandClaude Fable 5.1 6471671f7d Refactor round: ship web/index.html, drop the remote browser, fix stale comments and README
- `.gitignore` said `index.html` unanchored, which also caught the Vite source page;
  a fresh clone could neither `dev` nor `build`. Anchored to `/index.html`, page added.
- Removed GM_REMOTE (tools/remote/gm-browser.ps1 and the ssh/scp branch in browser.mjs):
  the Windows test machine is gone and the only flaky check that lived on it is closed (#37).
- Removed `npm run preview`, undocumented and unused.
- Comments: wrong number in collider.test.ts (250 → 200), the "declarations used to…"
  history in listItems.ts and friends, the 24 px/28 contradiction, section banners in
  nodes/index.ts, node-catalog.test.ts and api/index.php, name paraphrases, and the stale
  step numbers in tools/e2e/11-…23- from the old global count.
- README: asset types include `animation`, kind order Number/Text/Boolean, tagged colour
  and texture items, 6/5 kinds, the `Texture` node, `./build.sh`, PROJECT_FORMAT_VERSION,
  and the file tree (kinds.ts, listItems.ts, propertyPorts.ts, Breadcrumb.ts, beads.ts,
  tools/assets/).
- tests/helpers.ts takes the duplicated `findObject` and `sceneWithCamera`.

Proof: ./check.sh 797 tests, full e2e ALL PASSED 633 checks against this bundle.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 15:44:05 +02:00
rootandClaude Opus 5 fe3c63c48c Collapse Tetris' variable clusters, and give the long runs a home
Next move held four clusters of Set variable in a row, fourteen single nodes
in all; clear-lines read three variables one after the other. They are now
one plural node each, which takes Next move 40 -> 30 nodes and clear-lines
25 -> 23. Every remaining single node was checked and really is single: ok/no
are the same variable in opposite branches, take/keep the same one across a
write, and the three key setters hang on three different events.

Two contracts carry those merges, both pinned as tests. Set variables writes
per port with writeTyped exactly as the singular node does, so a Pack{rot}
still merges instead of overwriting - without it, turning would have erased
the other three fields. And the interpreter collects every input before the
node runs, so no input may come from a variable the same node writes; a data
node is evaluated once per pulse and keeps its answer. That second rule is
invisible in the game, because OnUpdate re-reads each frame and heals it, so
it lives in a unit test rather than in the smoke.

/opt/node22 and /opt/npm are gone from the tree. build.sh ran into the empty
path once they were moved away; the other seven mentions were documentation.

e2e.sh and check.sh replace the bare npm calls. A long run does not survive
the end of its shell - four full e2e runs died mid-suite with oom_kill 0 -
so e2e.sh start hands the run to a transient game-maker-e2e.service, which
does. e2e.sh status reports the running job or the last result, and calls a
log without a closing line ABORTED rather than reporting the passes it got
to. Both scripts end on an explicit exit line, because set -o pipefail inside
a script does not protect the caller: measured, ./check.sh | tail still
reports 0. Logs carry a timestamp and land in logs/, which is ignored.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 16:00:28 +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 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