A collider filled its area with a faint green in the scene view all the
time. It lay over every sprite a collider sits on and made the art look
washed out. The outline alone shows where a collider is. The area only
matters while one works on that collider.
- drawItem takes a selected flag. Only a selected collider is filled,
every other one is drawn as its outline.
- The fill is stronger than before, alpha 0.3 instead of 0.12, so the
selected area is easy to see. The value is COLLIDER_FILL_ALPHA in
src/viewport/symbols.ts.
- The scene view says what is selected through isSelected. The game
view keeps the default and never fills.
- Only the collider object itself counts. Selecting its body leaves
the area unfilled.
Tests:
- 2 new unit tests in tests/viewport/collider-color.test.ts read the
Pixi instructions: outline only when not selected, fill at 0.3 and
outline when selected.
- Counter check: with the fill drawn regardless of selection the
outline-only test fails. The original is back per cmp.
- ./check.sh: 158 files, 2334 tests, CHECK EXIT 0.
- e2e 1-17,28-30: no FAIL. e2e 39-43: ALL PASSED, 145 checks.
A first run left out 39, which 40 builds on, and failed 8 checks
in 40 for the missing tile only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Colliders were the only placed part without a symbol in the scene
view. A collider that sits exactly on its sprite was hard to find and
could only be picked by its outline.
- The symbol is the box with four corner handles from the asset
panel. It stays upright and has a fixed size in world units.
- colliderColor() holds the colour rule of the outline (green,
trigger colour, red for a shape that collides with nothing). The
outline and the symbol share it.
- The symbol sits 28 units left of the collider centre. The sprite
centre stays free for grabbing the sprite, and a rigidbody symbol
on the same spot is not covered.
- The symbol has its own 26x26 hit area and the outline's handler.
A click selects the collider and a drag moves it. sceneStack counts
it as a hit under the pointer.
- The hook __gm.sceneIcon(id) also returns x, y, color, screen and
clickable.
Findings:
- With the clickable symbol on the sprite centre, four checks in 01
and 09 dragged the collider instead of the crate. That is why the
symbol moved beside the centre.
Tests:
- ./check.sh: 153 files, 2237 tests, CHECK EXIT 0 (was 152 / 2234).
- New unit test for colliderColor. svg-icons.test.ts lists the
collider symbol.
- e2e 41b: 3 new checks (beside the centre without and with a
rigidbody, click selects the collider).
- e2e 1-16,39-43: ALL PASSED, 635 checks. e2e 41 alone: 20 checks.
- Counter-probes: no symbol fails both placement checks. A symbol
without hit area fails only the click check.
- Check total 1348 + 3 = 1351, computed, not yet measured by CI.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>