Commit Graph
30 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 4194f3e150 Share a link that plays the game without the editor (#266)
A project could only be played inside the editor, behind the login.
To show a game to someone else there was no way short of an account.
A release freezes the saved project under a random token and serves
it on a page that holds nothing but the game view.

- Menu -> Release... opens a dialog with the state of the release,
  the link with Copy link and Open, Publish or Update release, and
  Take down behind a confirmation.
- Publish saves first and refuses while anything is unsaved, like
  snapshots. Updating keeps the link. Take down kills it, and a new
  Publish hands out a new token.
- The link is play.html?game=<32 hex>. The page needs no session,
  paints Theme.colors.background, zooms with Auto and waits for
  "Click to play" so that sound and keyboard focus are allowed.
- The game always starts in the start scene. Persistent variables
  are stored per link in the browser. Plugins are not loaded, and the
  dialog warns about them and about a project without a scene.
- GET ?r=releases/{token} is the only route besides auth/* that works
  without a login. The public answer carries the token as project.id,
  so the project id stays hidden. Release files are written with 0640
  and nginx does not serve them directly (measured 403).
- Starting, the frame and Load scene moved into runtime/GameRun.ts.
  Play in the editor and the play page run through the same code.
- WorldViewport moved to src/viewport/ and no longer needs the
  EditorState. Pointer forwarding (gamePointer.ts) and setting up
  textures, fonts and sounds (projectFiles.ts) exist only once.
- Vite builds two pages. The play page loads 4 kB of its own code
  plus the shared chunk (Pixi, runtime, drawing, 653 kB) and Rapier,
  without the editor.

Found on the way, not fixed here: data/projects/<id>.json answers 200
without a login because the files are 0644.

Tests:
- ./check.sh: 194 files, 2808 tests, exit 0.
- tests/php/releases.test.php: 20 checks, also added to CI.
- New e2e module 60 with 10 checks, played in a browser without a
  session. Module 46 counts the menu entries and was updated.
- Full e2e run: 1572 checks passed.
- Counter-checks: 3 unit, 2 PHP and 3 browser mutations all fail.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:30:38 +02:00
adminandClaude Opus 5.5 7e829f737e Load every picture of a project ahead so animated tiles don't flicker
game-maker / gate (push) Successful in 3m26s
game-maker / suite (push) Failing after 9m6s
A texture was fetched only when it was drawn for the first time. Until
the file arrived, the tilemap skipped the cell for that frame. An
animated tile whose next step sat in another picture therefore blinked
away once on its first cycle, and sprite animations did the same.

- FileLibrary gets preload(files). It requests every file that is not
  held, loading or known to have failed. Each library reports what it
  holds through holds().
- src/core/model/projectFiles.ts lists the files a project names per
  library: uploaded textures, fonts and pixel art cels.
- App.ts runs the preload on every project event. That covers opening
  a project, new assets and edits from a collaborator.
- A new test hook __gm.heldPictures() reports which textures of the
  project are in memory.

Not done on purpose:
- The tilemap keeps no fallback frame while a step is still loading.
- Sounds still load on first play.

Not checked: the flicker itself was not reproduced in the browser, the
e2e check measures "held in memory". Modules 42, 44 and 47 read
textures from the project and were not run locally.

Tests:
- ./check.sh: 174 files, 2518 tests, CHECK EXIT 0
- e2e 39 + 40: ALL PASSED, 96 checks
- 3 new unit tests for preload and the project file list
- New e2e check 40k-ii: an unplaced picture is held after a reload
- Counter-probe: without the preload 40k-ii fails with
  "Autotiles: held false, unworn: held false"

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 23:50:49 +02:00
adminandClaude Opus 5.5 94749b4f3e Let a project keep named snapshots and restore them (#231)
game-maker / gate (push) Successful in 3m6s
game-maker / suite (push) Successful in 9m38s
Autosave only keeps the latest revision. Before a risky change there
was no way to put a known good state aside and go back to it later.
The main menu now has "Snapshots..." to create, restore and delete
named copies of the open project.

- Server: SnapshotStore.php keeps each snapshot as a copy of the
  project JSON under data/snapshots/<project>/ (git-ignored). Four
  routes under projects/{id}/snapshots use the same owner check as the
  project, so an admin also sees foreign snapshots.
- Create writes the autosave first. With unsaved edits (play with open
  edits, failed save, conflict) no snapshot is made and a message says
  why. The rule is the pure function in src/editor/snapshots.ts.
- An empty name falls back to the local date and time.
- Restore asks first, then keeps the current state as "Before
  restoring <name>". It writes the snapshot back as a new revision and
  reloads the project, so the undo list is empty. A restore can itself
  be undone by restoring that snapshot.
- Deleting a project deletes its snapshots too. Images, sounds, fonts
  and pixel art are content-addressed and never deleted, so a snapshot
  can always reach them.
- Client: SnapshotStore and HttpSnapshotStore in src/core/store, the
  SnapshotsDialog, and the flows in ProjectSession. A stale revision
  (409) becomes StaleRevisionError.
- CI runs the new PHP test in the gate job next to accounts.

Not covered by e2e: the lock during play and the conflict case. Both
are unit tests only.

Tests:
- check.sh: 164 files, 2401 tests, CHECK EXIT 0.
- tests/php/snapshots.test.php: 14 checks, all passed.
- tests/editor/snapshots.test.ts: 5 tests for the time format, the
  blocker rule, the routes and 409.
- New e2e module 50 on a throwaway project: create, rename, restore,
  undo the restore, delete, then delete the project and get 404 on
  its snapshots. 46b expects the new menu entry. e2e 46,50: 20 checks
  passed. The check sum goes from 1385 to 1393 (computed).
- Counter-checks, originals restored and compared with cmp: blocker
  always allowed fails 1 unit test. No sorting fails 2 PHP checks.
  Restore without keeping the old state fails 50c and aborts 50d.
- The first sort test with 2 snapshots passed by chance half the time
  because of random ids. It now uses 8.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 18:21:52 +02:00
adminandClaude Opus 5.5 ceaa44e5b8 Add roles and a user management tab for admins (#180, #179)
game-maker / gate (push) Successful in 2m50s
game-maker / suite (push) Successful in 8m57s
Until now every account could do the same, and managing accounts
meant running make-user.php on the server. Accounts now carry a role,
and admins get a tab in the editor to create, rename, re-role, reset
and delete accounts. Both issues share the same server files, so they
land in one commit.

#180 Roles:
- Every account is admin or user. A missing or unknown role counts as
  user, on the server and in the client.
- auth/session and auth/login return {user, role}.
- Auth::requireAdmin() answers everyone else with 403.
- make-user.php takes the role as a third argument. Without it an
  existing account keeps its role, so a password reset from the CLI
  never demotes an admin.
- Admins see and save other users' projects like their own. Saving
  keeps the original owner.

#179 User management:
- The account menu gets "User management" (admins only) and "Plugins"
  (everyone). Both open the same closable tab, accounts on top and
  plugins below. The fixed Plugins tab is gone.
- Per account: Rename, Role, Password (no old password needed) and
  Delete with a confirmation. "New user..." creates one.
- Each account lists its projects with an Open button.
- Delete is refused while the account still owns projects.
- Renaming moves the projects along and ends every session of the
  account. transfer takes the same lock as save.
- On their own row an admin can only set the password. The last admin
  cannot be demoted or deleted. The server enforces both.
- The account rules live in AccountRules.php and accountRules.ts as
  pure functions, so they are testable without a server.

Findings:
- At 1280 px the Delete button reached past the column edge and was
  not clickable. The name column is flexible now, and module 49 checks
  the layout.
- The server lets an admin delete other users' projects, but the
  editor has no button for it yet. Left open in the issue.

Tests:
- ./check.sh: 148 files, 2214 tests, exit 0 (was 147 / 2204).
- New tests/php/accounts.test.php, 51 checks, plain PHP. CI runs it
  as its own step in the gate job, the host has no PHP.
- New e2e module 49 with 18 checks. CI creates the e2e-admin account
  in serve.sh. Modules 14, 38, 46 and the scaffold follow the new tab.
- e2e 1-16,37,38,45,46,49: all passed, 581 checks.
- Counter-checks: owner on save, admin view, default role and self
  delete in PHP fail 7, 5, 5 and 1 checks. Unchecked requireAdmin,
  a wider column and the caller as owner each fail exactly their
  e2e check.
- Check sum 1314 -> 1333 (+1 in 38, +18 in 49), computed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 13:59:04 +02:00
adminandClaude Opus 5 66d6aafbb4 Pixel art can be drawn in its own tab with layers and frames (#130)
game-maker / gate (push) Successful in 2m24s
game-maker / suite (push) Failing after 7m40s
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>
2026-09-21 17:33:44 +02:00
adminandClaude Opus 5 6371576d37 A vector art asset is a picture now, which is stage 2 of #129 and the first stage that shows something in the browser: the asset sits in the picture picker, a sprite carries it in its Texture row and what the sprite shows has been rasterized from the shapes, the generator of #185 being registered for the type vectorart - installVectorArtPictures(app.renderer) hooks the source (core) and the generator (viewport) in once per page from App.ts, by a call and not by a module side effect, so a test may install it or leave it out; the rule lives in core and the painting in viewport - the new core/model/vectorPath.ts turns a shape into plain drawing commands (move/line/curve/close), closed rings being filled while all rings are stroked, a segment staying a line as long as neither of its ends carries a handle - a single handle is enough for a curve, the missing control point sitting on its own end, so a corner may stand next to a round side - and the way back to the first point is only drawn when it is curved, close doing it otherwise; holes go through one door only, Pixi recognising them from a GraphicsPath with checkForHoles, which tests containment rather than even-odd depth, which is enough for a ring inside a ring while without the flag the inner ring simply paints over the outer one (measured, see the counter-checks); the oversampling is the 2x from the plan - RenderTexture.create({resolution: 2}) puts 512 px on the GPU for a 256 canvas while texture.width stays the canvas size, which is the measure the sprite hangs on, and the render texture is the clip itself, so what juts out over the canvas is not in it and needs no mask; drawn pictures get the same sampler state as uploaded ones, setPictureFactory wrapping the factory for it, mirroring keep(); two measuring traps cost me runs - __gm.objectRect(id) gives the centre of the object and not its corner, so the first pass read four pixels next to the sprite and reported background while the rasterizer was correct, and the grid lines of the scene cross exactly in the centre point, so the hole check read #363940 and failed for the right reason, measuring beside it now; renderer.render() runs inside the picture request, which is safe here because every caller asks during its own widget redraw and the frame is drawn on the ticker afterwards, a nested render inside a running render pass would not be - that warning stands in the module head and in the notes; new module 47 with 8 own checks in its own lane (the picture on the GPU at double resolution measuring the canvas, the sprite showing the fill, the inner ring being a hole with the scene shining through, the later shape on top, the stroke running along the ring, a changed drawing getting a new key with the old one freed, and the sprite showing the new colour), the shapes being put into the model by mutate because the tab that draws them is stage 3, and 21 new unit tests in tests/core/vector-path.test.ts; three counter-checks hold: oversampling back to 1 fails the GPU check, checkForHoles off fails the hole check, and not drawing the curved way back fails a unit test; the full suite ran locally instead of only in CI because the change sits in TextureLibrary and touches every picture: ALL PASSED - 1165 checks, measured and carried into README and the wiki (#129)
game-maker / gate (push) Successful in 2m9s
game-maker / suite (push) Successful in 7m26s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 20:51:54 +02:00
adminandClaude Opus 5 cb1804dcf2 A picture in the editor may now be drawn instead of uploaded, which is the piece #129 (Vector art) and #130 (Pixel editor) both need and neither could build alone: TextureRef.file has been a file name on the server, isTextureFile() checking a sha256 hash plus an extension and TextureLibrary fetching it over HTTP, so an asset that paints its own image had nowhere to put itself - the key now also takes the form gen:<assetId>@<revision>, which an uploaded file can never look like, and everything that only passes a ref along (sprite, tile, tilemap mesh, particle source, shaders, aspect ratio) is untouched because it still sees a Texture; the revision is a string, not a counter, which is the one deviation from the plan in the issue and costs nothing - gen:a1@7 and gen:a1@c0ffee go through the same door, so a generator may fingerprint its own content instead of relying on every command to remember to bump a number; two registries keyed by asset type as a plain string, so a plugin may bring its own type - registerPictureSource(type, read) in the new core/model/generated.ts tells the model canvas size and revision and resolvePicture() builds the ref from it (no rect, no slice, smooth from props.filter like a texture), and registerPictureGenerator(type, draw) in the new viewport/generatedPictures.ts hands out the finished texture, projectPictureFactory(() => state.project) tying the two together per session in App.ts; invalidation is a rule instead of guesswork at twenty call sites: GeneratedPictures<T> holds one picture per asset keyed on the revision and frees the old one as soon as the new is drawn, TextureLibrary destroying it and dropping the crops cut from it, while a generator that cannot draw yet is not remembered but asked again next time - the class imports Pixi as a type only, so the whole bookkeeping is measurable without a GPU; carried along are the picture picker (a drawn asset sits among the textures by name, without frames), the delete warning (counts tiles and animations for it too) and the asset context menu, where "Create sprite from picture" now covers it while "Create animation from texture" stays texture-only because it needs frames; one finding while probing - crop() could not have cut a generated texture at all, a RenderTexture having no source.resource to draw back from and drawImage running onto null, so it is handed out whole, a drawn picture having no sheet whose neighbouring row could bleed in; 18 new unit tests, 10 in tests/core/generated-picture.test.ts (building and splitting the key, an uploaded file is not one, no registry means no picture, resolving to canvas size, a new revision is a new key, a canvas without a size, the filter, the sprite size, picker order) and 8 in tests/viewport/generated-pictures.test.ts (drawing once, freeing the old revision and only for its own asset, null is not remembered, no key means nothing drawn, a session change gives everything back, peek), and three counter-checks hold: dropping generated assets from resolvePicture fails 5 of the 10 core tests, not freeing the old revision fails 1 viewport test, and narrowing the picker back to textures fails 3; no e2e check and the check sum stays 1157, because without a generator the groundwork shows nothing in the browser - that evidence comes with #129 (#185)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 20:09:42 +02:00
adminandClaude Opus 5 5ba796a2b6 Plugins belong to the project, and they load before it: the project file gained the field plugins: ["demo-plugin.js"] (default empty, no formatVersion bump), the Plugins tab's switch writes into it as an ordinary undo step (SetPluginActiveCommand) instead of into a server-wide plugins.json, and the start order is turned around - startPlugins only fetches the list of files, then editor.boot() runs and ProjectStore.load(id, prepare) hands the raw JSON through before it is deserialized, where pluginsOf(raw) reads the list and PluginManager.syncTo() activates exactly those; that is the point of the issue, because what a plugin registers has to stand there before normalizeGraph would throw it away as unknown (#126, #127), a project switch first stops what the new project does not name and then starts what it does, a file the server does not have is passed over silently, and after signing out the manager is dead so a late event cannot start anything in a torn-down session; on the server plugins.json, PluginStore::setActive, isActive, the route PUT ?r=plugins/{file} and the 403 for inactive modules are gone and GET ?r=plugins only answers {file,bytes,updatedAt}, which makes every plugin file fetchable - the consequence accepted in #117, written down in the wiki for #115 and #116; publishPlugins(root) only copies files now, the seeder switches the demo plugin on in the fixture project, and the Plugins tab carries a puzzle piece as its icon while only a plugin's own tab still goes without one (the knob and the socket are cubic curves, not arcs, which Pixi's parser draws as a spike after an L); 3 new e2e checks in module 38 and 5 new unit tests cover the project as the owner of the switch, its undo, the order, pluginsOf against crude input and an unknown file name (#119)
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Failing after 8m21s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 14:24:27 +02:00
adminandClaude Opus 5 c830c7a3aa Changing the password: the Logout button at the far right of the toolbar became an Account menu that names the signed-in account in an entry of its own that cannot be picked, with Change password... above Logout, and the new dialog (src/editor/auth/PasswordDialog.ts) asks for the current password, the new one and its repetition, all three as bullets, and stays standing when the server refuses so that it can say why, unlike the other form dialogs; the rules for empty, too short, new equal to old and a differing repetition sit as the pure function passwordProblem() next to loginProblem(), the API gained POST ?r=auth/password which answers 204, insists on the current password although a session is there, enforces a minimum length of 8 in UserStore::MIN_PASSWORD_LENGTH and again in the client so the mask can answer without asking the server, and the new SessionStore::destroyAllFor($user, $keep) ends every other session of the account while the tab that changed the password keeps its own; the placeholders admin/admin and user/user stay as they are, which the length check does not touch because it only runs when a password is set through the API; e2e 45 grew by 8 checks for the menu, the dialog, both refusals and signing in with the old and the new password, and it sets the e2e account back at the end - a run dying in between leaves it on <password>-tmp, which a make-user.php call repairs (#182)
game-maker / gate (push) Successful in 2m4s
game-maker / suite (push) Successful in 7m18s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 13:46:40 +02:00
adminandClaude Opus 5 8e4bb6e1f9 User management: signing in is required before anything is loaded, the sign-in screen is drawn in the same canvas (user name, password as bullets, Enter moves on and submits) and the editor is built only after it; the API gained auth/session, auth/login and auth/logout while every other route answers 401 without a session, projects carry an owner and a foreign one comes back as 404, accounts live in data/users.json with a password hash and sessions as files in data/sessions with a sliding 30 days, so a build under the open tab does not sign anybody out; Logout sits at the far right of the toolbar and, as asked in the issue, does not reload the page: Editor.dispose() takes the editor down while the canvas stays, which is why the autosave, the focus handlers, the window listeners of the tilemap panel, the shortcuts and the plugins all got a way back; the tools sign in as e2e (tools/lib/auth.mjs, password from GAME_MAKER_E2E_PASSWORD or the git-ignored data/e2e-password.txt) and the browser gets the same session by cookie, new e2e module 45 covers the screen, the wrong pair, the bullets, logout without a reload and signing in again, new unit tests for HttpAuthStore and for what a session leaves behind (#177)
game-maker / gate (push) Successful in 2m5s
game-maker / suite (push) Failing after 6m22s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 12:50:52 +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
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
adminandClaude Fable 5.1 cc6db5f350 Three stores, three importers and three pickers that differ only in their type are one of each (#85)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m46s
Refactoring round one: HttpFontStore/HttpSoundStore/HttpTextureStore collapse into a generic
HttpFileStore over a FileStore contract; fontImport/soundImport/textureImport share assetImport
with an ImportKind per sort; ImagePicker/FontPicker/SoundPicker sit on FilePicker and describe
only their row. The group/comment drag logic leaves GraphCanvas for annotationDrag.ts (with its
own unit test), declaredRows.ts replaces the duplicated row build in particles.ts and shaders.ts,
and dead code in font/sound/compile/emission/transform/actions is gone. README: asset list,
check count 958, the two-job CI, the Scenes wiki page.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 17:38:54 +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
admin bc57f61c91 A still editor has nothing to draw, so the frame loop wakes on change (#44)
game-maker / suite (push) Successful in 10m46s
The renderer is taken off the ticker; the ticker itself keeps running, so
the clock, a live world and the panels still get their step. Drawing now
happens inside a 200 ms trailing window that every pointer, wheel and key
event, every Widget.invalidate/resize, every Stack.relayout, every
EditorState.emit and both library onChange hooks reopen. The window rather
than a single frame is what makes the ~70 direct redraw() calls that never
pass through invalidate() safe, along with repaints an event only starts:
a microtask, a texture upload, a resolved font.

Editor.movesByItself() keeps asking for every frame while Play or an editor
run is on, a time shader is on screen, or the particle or animation preview
is showing.

The FPS counter now counts drawn frames over the time the renderer was
awake. Idle seconds are not slow seconds, so it answers "how smooth while
it moves" and holds its last answer instead of falling to 0 at rest.

Measured on the built stand, 20 s per variant, CPU of all chromium
processes from /proc: kept awake 75.5 % of a core at 60 fps, render on
change 8.8 % with 0 frames drawn, awake again 83.9 % as an order probe.

No colour check can see a missing repaint: pixelAt extracts from the stage
on demand and is just as green on a screen frozen a minute ago. Step 33
watches the new __gm.renderStats() counter instead.
2026-09-14 21:41:50 +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
rootandClaude Opus 5 4d84231b9f Trim needless comments and fix the picker width
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>
2026-09-08 15:52:05 +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 1eb28314cf Refactoring: one file per node, consistent comments, shared helpers, split large modules
- Graph: nodes.ts split into nodes/<category>/<Type>.ts (62 files) with
  shared.ts factories and index.ts registry; NodeContext/values/NodeRegistry
  separated, writeTyped() replaces duplicated typed writes
- Comments: one style (JSDoc on non-obvious exports, // for decisions and
  traps), wrong/stale comments fixed or removed, ids.ts now real 10 base-36 chars
- Core: chainOf, shared worldPosition/editorPosition core, commands/require.ts,
  commands/naming.ts, util/list.ts, setBagValue/toPosition/propDef; dead code
  removed (isBehaviorAsset, SCENE_OBJECT_SCHEMA, CommandStack.subscribe,
  Input.axis, setMode, titleText, World.worldPosition, unused ctor params)
- Editor: Inspector split into inspector/ sections, App.ts into Editor.ts +
  debugHook.ts + shortcuts.ts, Viewport into items.ts + symbols.ts, shared
  "Add collider" action, unified type labels/swatches
- UI toolkit: Widget.trackHover/onPointerRelease, drawControlBox, math helpers,
  Popup.openBelow, Menu/Dialog/ColorPicker/ListRow in own files, named Theme sizes
- Tools: seed-demo/smoke-demo and demo-check project removed, tools/lib
  (harness, projects, builders), e2e.mjs as runner over tools/e2e/*.mjs sections
- Tests: tests/helpers.ts replaces copied fixtures and NodeContext doubles

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 08:37:22 +02:00
rootandClaude Opus 5 2511483a67 Reset/apply buttons only for real deviations, collapsible hierarchy tree
- Inspector rows compute their reset/apply entries through providers, so an
  entry that would not change anything is dropped; a single remaining entry
  renders as a direct button instead of a menu, none removes it entirely.
- Bold and buttons now follow the same rule (deviatesFromAsset /
  deviatesFromTemplate in core/properties/resolve.ts).
- Hierarchy panel is a collapsible tree: chevrons, arrow keys, double click,
  expand/collapse all. Everything starts collapsed; selecting an object
  expands its ancestors and scrolls it into view.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 06:56:10 +02:00
rootandClaude Opus 5 76aa441dce Enabled switch, text assets, mouse input and the jump-and-run example game
Engine additions that the example game needed:
- `enabled` as a shared property of every placeable asset (default on, an
  override on the scene object). A switched-off object is not drawn, does not
  collide and its behavior does not run - and neither does anything parented
  below it. Disabled objects are now hidden in the scene view as well, so the
  editor shows what the game shows; they stay in the hierarchy panel, which is
  where they are selected and switched back on.
- Asset type `text` (text, fontSize, color, align), rendered in scene and game.
- Pointer input in the game view: `On click`, `Mouse position`, `Mouse button`,
  `Is hovered`, hit-tested against colliders, else sprite/text footprints.
- New nodes: Set/Is enabled, Set text, Is asset, Name of, Equals, To text,
  Join text, Floor/Ceil/Round, Modulo, Random, Time, Restart game.

Tooling: shared CDP harness (tools/harness.mjs), central project registry with
a guard that keeps destructive scripts off the playground (tools/projects.mjs),
plus smoke suites for the demo scene and the jump-and-run game.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-07 20:52:10 +02:00
rootandClaude Fable 5.1 0b78382bcc Multiselection and container assets: create container from selection, template instances
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 17:40:51 +02:00
rootandClaude Fable 5.1 c3a533c4e5 Editing while playing: play runs on a runtime copy, new Game tab (Scene | Game | Graph)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 16:34:26 +02:00
rootandClaude Fable 5.1 0a59513b74 Collider asset type, CollisionSystem and collision nodes
- Asset type 'collider' (box/circle) placed as child of a body object
- 'Add collider' shortcut (hierarchy context menu + inspector)
- CollisionSystem with enter/stay/exit pairs, sibling colliders excluded
- Nodes: On collision enter/stay/exit, Is touching
- Green outline in edit mode, hidden in play

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 15:25:04 +02:00
rootandClaude Fable 5.1 26d5edc496 Scene hierarchy: parentId with local positions, tree panel, reparenting and Parent node
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 15:04:56 +02:00
rootandClaude Fable 5.1 551a50ffc9 Play switches to scene tab; graph tab strictly follows selection
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 14:28:43 +02:00
rootandClaude Fable 5.1 922774778b Behaviors with Blueprint-style node graph, graph editor tab and BehaviorSystem
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 12:44:43 +02:00
rootandClaude Fable 5.1 d4b1ffa051 Z-order via position.z and reset-to-default for asset properties
- Position is now { x, y, z }; higher z draws on top, ties keep hierarchy order
- Viewport sorts the objects layer deterministically (syncDrawOrder)
- Inspector shows a Z field; asset properties that differ from the schema
  default are marked bold with a reset button (ResetAssetPropertyCommand)
- isModified() helper, unit tests, E2E checks and seed updated

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 11:42:18 +02:00
rootandClaude Fable 5.1 aaa8154adf Camera view frame, viewport clipping, overlay layer for editor symbols
- Camera assets get width/height properties; play mode renders only the
  camera frame (letterboxed, masked, culled) and nothing without a camera
- Remove demo arrow-key/camera-follow systems from play mode
- Clip world and gizmos to the viewport (selection frame no longer leaks
  over the left panel)
- Blur focused widget on pointerdown outside it so inspector edits commit
  before selection changes
- Separate objects/overlay layers so camera symbols always render on top
- Add tools/seed-demo.mjs for reproducible E2E runs

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 11:13:08 +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