Commit Graph
35 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 ded71a92c9 Pick the target of an object variable in the Scene View (#276)
game-maker / gate (push) Successful in 2m32s
game-maker / suite (push) Failing after 10m45s
Choosing the target of an object variable meant finding its name in
a dropdown. With many objects, or several with the same sprite, the
name alone does not say which one it is. The eyedropper lets you
click the object where you see it instead.

- Every object dropdown gets an eyedropper button next to it. This
  covers variables, struct fields and list entries, in the Inspector
  and in the Variables tab.
- The button opens the Scene View or the container tab the object
  lives in. A strip above the view names the field and the current
  candidate and offers Take and Cancel. The cursor is a crosshair.
- A click picks a candidate and writes nothing yet. The candidate
  gets its own cyan frame, the selection stays on the object with
  the variable.
- Clicking follows the selection rule. `pickOn` in
  `src/viewport/pick.ts` uses `pressOn` and only counts objects the
  dropdown offers. A click on empty space keeps the candidate.
- Enter or Take writes through the same handlers as the dropdown.
  That is one undo step, or none if nothing changes.
- Esc, Cancel, a right click in the view or a second click on the
  button cancel without writing. So do a tab switch, another
  selection, undo, redo, play and loading a project.
- After Take or Cancel the editor goes back to the tab the pick came
  from.
- While the eyedropper runs, the view does not drag, marquee, paint,
  show handles or open its context menu. Panning and zooming stay.

Found on the way:

- Started from the Variables tab, the click missed the object. The
  Scene View is hidden while that tab is open, and the layout skips
  hidden children. The strip appeared then, the view moved down by
  32 px but kept its old height. `Editor.display()` now lays the row
  out again after showing it.

Tests (on melektaus-atx):

- unit pick and object-pick: 27 passed, 13 new
- gate: 196 files, 2844 tests, CHECK EXIT 0. Two more come from
  svg-icons, which checks every icon twice.
- e2e 57: ALL PASSED, 12 checks, 5 new (57e to 57g)
- Counter-checks work. Without the layout fix 57g fails. Picking
  objects the dropdown does not offer fails 2 tests. Writing on
  cancel fails 2 more.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 06:31:41 +02:00
adminandClaude Opus 5.5 24d360aeec Add zoom steps and a larger start caption to the game link (#266)
game-maker / gate (push) Successful in 4m5s
game-maker / suite (push) Failing after 12m45s
The released game only ever zoomed in whole steps up to 400%, so a
small camera on a large screen stayed far smaller than it could be.
The "Click to play" caption was drawn in the 11 px panel title size
and was easy to miss.

- GAME_SCALE_STEPS gains 300%, 500% and 600%. The game tab picker,
  Auto in the editor and the game link all read the same list.
- The start caption takes its size from the new Theme.captionSize
  (16) instead of a constant in GameScreen.
- The player page keeps the default arrow cursor at all times. It no
  longer switches to the hand over the caption.

Tests:
- view.test: Auto for 320x180 in 2000x2000 is now 6, with cases
  for 3 and 5. play-settings.test takes 2.5 and 8 as invalid steps.
- e2e 60 checks the caption against the panel title size and the
  arrow cursor before and after the start. Module 03 follows the new
  step list.
- ./check.sh 2808 tests, CHECK EXIT 0 (before the last Theme tweak,
  which changes no test). Full e2e run ALL PASSED, 1574 checks.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:14:54 +02:00
adminandClaude Opus 5.5 30de4d35a8 Give the scene tab a header with Fit and the eye (#245)
game-maker / gate (push) Successful in 3m21s
game-maker / suite (push) Failing after 9m15s
The scene view had no header bar of its own, and its eye sat in the
top bar. Switching between Scene and Game also showed two different
pictures, since nothing tied the free view to the camera.

- Theme.headerPadding (4) replaces Theme.padding in the top bar and
  in TabHeader, for the padding and for minHeight. Both bars shrink
  from 40 to 32 px. Nothing else uses the new value.
- The new ScenePane wraps the scene view in a header bar with Fit
  and the visibility eye. The eye is gone from the top bar, which
  keeps the menu, undo and redo.
- Fit with an active camera shows the world exactly as the Game tab
  does at its chosen step: the same zoom, and the camera centre on
  the same screen pixel. The rule is the pure freeViewOfCamera in
  viewport/view.ts, which also mirrors the letterbox snapping.
- Fit without a camera frames all content on a whole step, as
  before.
- New hook __gm.sceneHeaderAt(name). e2e 46g opens the eye there.
- The doc comment above Theme.treeIndent went away in the working
  tree along with this. It is committed as found.

Not checked: the two views only match while they have the same size.
With the tilemap panel open the scene view is narrower, and Auto may
pick a smaller step there.

Tests:
- ./check.sh: 178 files, 2575 tests, CHECK EXIT 0
- 2 new unit tests in view.test.ts: three cameras times four steps
  land on the same screen point as in the Game tab, Auto stays whole
- e2e 3h (2 checks): a real click on Fit at Auto and at Fit, crate,
  camera frame and view box match in both tabs
- GM_STEPS=1-3,46: ALL PASSED, 94 checks
- Counter-probes: without the centre offset the unit test fails,
  with Fit ignoring the camera both 3h checks fail

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 12:57:49 +02:00
adminandClaude Opus 5.5 66868de10a Show destructive menu entries in red text, not on a red fill
game-maker / gate (push) Successful in 3m13s
game-maker / suite (push) Successful in 9m44s
A red filled row in a context menu shouted louder than the action
deserves. The entry now looks like every other entry and only its
text is red, so the menu stays calm and the warning is still there.

- Menu: danger entries are ghost buttons with the new text style
  danger. On hover they get the same grey fill as all other entries.
- Theme: new text style danger in the normal font size. The existing
  warning style is small and did not fit a menu row.
- Button: two getters expose the drawn text colour and fill, so a
  test can measure the look instead of reading the danger flag.
- Test hook __gm.menuLooks() lists both per menu entry.
- Confirm dialogs keep their filled red Delete button. That is a
  separate widget and was not part of the request.

Tests:
- ./check.sh: 172 files, 2498 tests, CHECK EXIT 0
- e2e 25: ALL PASSED, 31 checks. New check in 25g opens the menu
  with a real right click: Delete row has text #e0553f and no fill,
  Insert frames keeps the normal text colour.
- Counter-check: with the old styling the check fails with text
  #ffffff on fill #e0553f. Original restored per cmp and rebuilt.
- Not checked: other menus (graph, assets) have no own check. They
  run through the same Menu code.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 22:53:00 +02:00
adminandClaude Opus 5.5 cb32b4bc23 Draw scene symbols as white panel icons that make room for each other
game-maker / gate (push) Successful in 2m54s
game-maker / suite (push) Successful in 9m5s
The scene view drew its symbols from its own SVGs, each in a type
colour and some on a plate. They looked heavier than the panel icons
and were hard to read on busy ground. Symbols of different objects
also sat on top of each other whenever their positions met.

- Every symbol is now the panel icon of its kind, one file for both
  places. The scene-only SVGs in src/viewport/icons are gone.
- Symbols are white in a thin dark outline with no plate behind them.
  haloSvg widens each shape of the file by its own stroke and draws
  that silhouette dark under the icon, so no second file is needed.
- A butt stroke end would leave its end without outline. The halo caps
  such strokes square, and the rigidbody arrow shaft is now a filled
  rect so its top edge is outlined exactly.
- Symbols are 18 world units across, stay upright and are clickable.
  A click selects the object, a drag moves it.
- symbolLayout places every symbol on its object's position. Symbols
  that overlap stand on a ring round the middle of their positions,
  evenly spaced one icon apart. A ring that reaches into another
  symbol takes it in until nothing overlaps. Ownership plays no part.
- Names sit beside their symbol, on the outside of a ring. Selection
  frames and parent links follow the symbol.
- A collider icon no longer shows trigger or invalid state. The
  outline colour of the shape still does.
- A lone collider sits on its sprite's middle again. A press there on
  an unselected sprite drags the collider, so e2e 02 and 16 now grab
  the sprite beside its middle. Hook __gm.container.objectRect helps
  16 find that spot.

Tests:
- check.sh: 2245 tests, CHECK EXIT 0 (+8 for layout and halo)
- e2e 1-16,31,39-43: 670 PASS, 2 FAIL. Both were sampling too
  strictly for the thinner, smaller icons. 5c looked for the exact
  outline colour, which the thin outline only reaches blended at this
  zoom. 31n started the ring scan one pixel past the smaller ring.
  Both are fixed, and e2e 5,31 then passed with 48 checks.
- 5c checks white with an outline and none of the old colours, 41b
  checks the ring positions and that a click on a symbol selects its
  object, 31n checks the now white particle ring.
- Counter-checks: without the halo only 5c fails, also with the looser
  outline match. Without the layout the ring and click checks in 41b
  fail. Originals restored by cmp.
- The e2e check total stays 1351.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 20:07:47 +02:00
adminandClaude Opus 5.5 1aae97b335 Open a sprite's texture or shader from the menus and inspector (#221)
game-maker / gate (push) Successful in 2m52s
game-maker / suite (push) Successful in 8m58s
A sprite's texture and shader were only reachable by hunting for them
in the asset panel. Every place that shows such a reference now leads
straight to it.

- Object menu (hierarchy and scene view): "Open texture" and "Open
  shader" sit right below "Open asset" when the sprite has one. The
  object's own values count, so an overridden shader opens the
  override.
- Asset context menu: the same entries at the top.
- Inspector: every asset field with a value shows its label as a blue,
  underlined link. One click selects the asset, a double click opens
  it. An override stays gold and gets the underline too.
- The first click rebuilds the inspector, so the second one lands on a
  different row. The inspector catches that second click before any
  row sees it.
- New pure rule `references.ts`: the asset behind a reference field. A
  frame leads to its sheet. Kinds without a tab (palette, font, sound)
  get no menu entry.
- `followsPress` in `clicks.ts` keeps the double-click window and
  tolerance in one place.
- `activateAsset` in `actions.ts`: opening means the same everywhere
  as a double click in the asset panel, so a scene also becomes the
  active one. The asset panel uses it too.

Tests:
- ./check.sh: 150 files, 2226 tests, CHECK EXIT 0 (before 148/2214).
- 12 new unit tests: 6 for the reference rule, 4 for the link in
  createFieldRow, 2 for followsPress.
- 5 new e2e checks in 28l-ii: both menus, the link's look, click
  selects, double click opens.
- e2e 1-16,26,28,35,39,40 on the final build: ALL PASSED, 732 checks.
- Counter-probes: no "Open ..." entries, no underline and a second
  click never recognised each fail exactly at their checks.
- Check total 1341 (CI counted 1336 at fd6af84), computed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 16:44:19 +02:00
adminandClaude Opus 5 6e3e8d23c5 Combining vector shapes keeps the curves it did not cut (#208)
game-maker / gate (push) Successful in 2m44s
game-maker / suite (push) Successful in 8m42s
Until now every boolean operation on vector art threw the curves away.
The shapes were flattened into line segments, the operation ran on those
segments, and the result came back as a polygon. A circle that nothing
even touched came out of an Exclude with 40 corners instead of its four
points and handles. Now the result carries the original curves again,
and only the edges the operation really drew stay straight.

- While flattening, every sample point remembers which curve it came
  from and where on that curve it sits. The operation runs on the same
  segments as before, so nothing about the boolean result changes.
- When a run of result points walks along one of those curves, that
  piece is cut out of the original curve again with de Casteljau. This
  is an exact cut, not a fit through the points.
- An edge whose two ends sit on the same curve but whose middle does
  not follow it stays straight. Without that rule a cut-off cap would
  bulge back into the shape.
- A closed contour keeps at least three points, so a lens shape does
  not collapse into two.
- The rule lives in its own module, src/core/model/vectorCurves.ts.
  vectorBoolean.ts only hands it the table of sampled points.

Findings:

- The two intersection points themselves sit up to 0.09 canvas pixels
  off the original curve. Clipper cuts the flattened segments, not the
  curves, so this was the case before as well and stays inside the
  0.2 px sampling tolerance.
- Refining those points with Newton steps on the curve was measured and
  gave nothing back (0.02952 px instead of 0.02978 px), because the
  error is in the intersection itself and not in the estimate. The code
  was removed again.
- Theme.ts rowHeight 22 -> 24 is in this commit. The change is not mine,
  it was already in the working tree; gate and module 47 are green with
  it.

Tests:

- ./check.sh: 143 files, 2133 tests, exit 0 (was 2127)
- e2e module 47 on a fresh seed: all passed, 59 checks (was 57)
- 6 new unit tests: untouched circle, untouched side plus a straight cut
  edge, a cut in the middle of a curve, a chord crossing one curve
  twice, two overlapping circles, the three point minimum
- 2 new e2e checks in block 47p: point count and handles from the model,
  plus a pixel pair on the round edge
- Four counter-proofs, all bite: no reconstruction -> 5 unit tests and
  the e2e check fail with 35 points and nothing curved; no chord test ->
  the cap bulges back to 28.28; no three point rule -> the lens test
  fails; handles halved -> the pixel check reads background

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-23 05:31:05 +02:00
adminandClaude Opus 5 d7a2521ca7 A port can take its type from what is plugged into it (#207)
game-maker / gate (push) Canceled after 1m8s
game-maker / suite (push) Canceled after 1m8s
Until now every port of "First not empty" was grey and typeless, so the
editor could not tell you what actually travels through the node. The
output is now typed as soon as both inputs agree, and every any-input is
painted in the colour of its own edge. Nothing changes at runtime.

- A NodeDef can declare which of its ports carry the same value
  (`sharedType: { inputs, outputs }`). The rule itself lives as a pure
  function `agreedType` in `src/core/graph/portTypes.ts`.
- Only the output inherits. It becomes the shared type when every input
  of the group is connected and they all carry the same type, otherwise
  it stays `any`.
- The inputs stay `any` on purpose. `canConnect` checks against the port
  type and a busy input is replaced by the new edge, so a typed `a`
  could never be re-plugged with a text without disconnecting first.
- Chains do not propagate. When looking up what feeds an input, a node
  of the same kind reports the `any` it is registered with, so two of
  them in a row stay untyped and a data cycle cannot ask itself in a
  circle.
- An edge that the new type makes invalid stays where it is and turns
  red. `EdgeLayer` already paints a mismatching edge with `danger`,
  nothing is disconnected on its own.
- New `PortDef.paintType`: colour only, never truth. It is set in
  `drawnDef` and read in `NodeView.redraw`, so `canConnect`, the
  interpreter and the compiler keep seeing `any`. Every connected
  any-input is painted, not just members of a `sharedType` group; ghost
  ports keep their hollow red look.
- The pin now matches the edge that ends in it, because both take the
  colour from the resolved output type of the neighbour. Mixed sources
  therefore show two colours, which explains why the output stays grey.
- New hooks `__gm.graph.portTypes(id)`, `__gm.graph.edgeColor(id)` and
  `__gm.themeColor(name)`. `portTypes` reports type and paint colour
  separately so the type checks do not silently become colour checks.

Findings:

- `resolveDef` only appends derived ports to the registered ones, so a
  fixed port cannot be retyped that way -- it would appear twice. The
  shared type is therefore resolved before the ports are built.
- Answer 5 of the issue (inline field follows the type) has no case left
  under variant A: an unconnected input stays `any` and keeps its text
  field.
- `Item at`, `Join` and `Equals` do not profit: `Item at` has no
  any-input, the other two have fixed outputs. The next candidates are
  the shader arithmetic nodes, which were left alone.

Tests:

- ./check.sh -> 143 files, 2127 tests, exit 0 (was 142 / 2113)
- GM_STEPS=1-6 fresh -> ALL PASSED, 245 checks (was 242), 9 of them new
- 14 new unit tests in tests/core/shared-port-type.test.ts
- 9 new e2e checks in block 6z, one of them a pixel check straight on
  the pin via pixelAt + themeColor
- Counter-probes all bite: filtering unconnected inputs out of
  `agreedType` fails 3 unit tests, ignoring `inherit` fails 1, killing
  the derivation in the bundle fails exactly the 2 expected e2e checks,
  and never setting `paintType` fails 4 unit tests plus the 3 pin
  checks (#bdbdbd instead of #e6a8ff / #6fcf97)
- Screenshot read: `a` pink, `b` green, output `value` grey, edges in
  the same colours
- Check total 1302 (1299 + 3), 1293 was measured by CI at 1a3babf

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 21:15:21 +02:00
adminandClaude Opus 5 0d207769b9 Focused text fields show their outline on every edge (#202)
game-maker / suite (push) Failing after 1m15s
game-maker / gate (push) Successful in 2m15s
The focus outline of a text field was only visible at its corners.
The mask that clips the text covered the whole field, border included,
so the 1 px stroke was cut away along every straight edge. Only the
rounded corners bent inwards far enough to survive. With the larger
radius the new theme tried, this became obvious.

- TextField puts text, selection and caret into their own container.
  Only that container is masked. Background and outline are not.
- NumberField and the rename field in lists inherit the fix.
- The theme radius goes back to 2 px.
- New debug hook __gm.focusedRect() returns where the focused widget
  sits, so a check can read its border.

Tests:
- ./check.sh: 141 files, 2080 tests, exit 0
- GM_STEPS=2: ALL PASSED, 24 checks (one new)
- The new check in 2c reads the middle of all four edges of the
  focused name field. All four must be the focus blue.
- Counter-check with the old full-field mask: the check fails, all
  four edges read #24272e.
- Editor check total is now 1286 (1285 + 1), computed, not measured.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 18:11:42 +02:00
adminandClaude Opus 5 940a78e8ee The editor ships its own font, Source Sans 3 and Code Pro (#202)
Theme named Inter and JetBrains Mono, but neither was ever shipped,
so every machine drew the editor in whatever it had installed. The
e2e runs measured text in a different face than the user saw.

- Five Latin woff2 faces live in src/ui/fonts/ next to their OFL
  licences: Source Sans 3 400/500/600/700 and Source Code Pro 400.
- fonts.ts loads them through FontFace, and main.ts waits for them
  before the first widget exists, so Pixi measures the real face.
- A face that fails to load is reported in the console and the
  system fallback in Theme takes over.
- Theme is retuned by hand: 12 px body, 22 px rows, smaller gaps
  and padding, radius 8, and weight 500 for bold and headings.
- The scene background default follows Theme.colors.graphBackground.
  This makes core import from ui for the first time.

Findings:
- The 500 file is in the folder but fonts.ts does not register it
  yet, so weight 500 currently falls back to the 400 face.

Tests:
- ./check.sh: 141 files, 2080 tests, exit 0.
- e2e not run. Checks that measure widths or row positions are
  expected to need updating for the new metrics.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 17:55:22 +02:00
adminandClaude Opus 5 60ea56a2ce Open asset greyed out and real tab cards: Open asset in the scene object menu is only pickable for kinds with an editor of their own, the table of which asset opens which tab moved from Editor.ts into the new module assetTabs.ts with hasAssetEditor so the menu and the editor read the same list, Select asset stays as it was; tabs are drawn as index cards (new module TabButton.ts): the one showing is a light grey card instead of the aggressive blue, rounded above and square below, its name in plain weight and measured bold so it never clips itself, and a mouse down on the tab already showing keeps its colour; the padding left and right grew to 6 px in one place for both kinds of tab, Scene and Game carry an icon too (the scene one from the asset panel, a new game.svg play sign), Plugins and a plugin's own tab have none; new test hook menuEnabled next to menuRows and menuIcons, e2e 01 checks the greyed out entry on a sprite row, 14a-ii the card and the icons of the fixed tabs, 44a the icon at the wider padding (#176)
game-maker / gate (push) Successful in 2m5s
game-maker / suite (push) Successful in 7m0s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 11:40:01 +02:00
adminandClaude Opus 5 e3ebf44593 Asset panel grouped by kind with icons: assets are listed under a header per kind (Sprites, Behaviors, ...) with the count on the right, empty groups are not shown, every group starts folded when a project is opened, a click on the header folds and unfolds it, selecting an asset elsewhere unfolds its group and folding the group of the selected asset clears the selection; every asset kind has an SVG icon in src/editor/panels/icons/ drawn before the name, the pure rule for grouping and sorting lives in assetGroups.ts; the same icons replace the kind word in document tabs and the overflow menu (a list icon for the List tab, which also fixes the close x lying over the end of the active tab's text), stand before every entry of the + menu (Button got an icon option) and on the right of scene object rows instead of the type name; the colour swatch next to sprite names is gone from both panels; the SVG loader moved to src/ui/svg.ts for both icon sets; test hook assetRow unfolds the group and scrolls to the row, assetRowShown only reads, new hook menuIcons; e2e 4g and 4h, 14 and 44a check the icons (#176)
game-maker / gate (push) Successful in 1m58s
game-maker / suite (push) Successful in 6m54s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 18:36:20 +02:00
adminandClaude Opus 5 b9f1a9d319 A graph that grew past one screen needs somewhere to say what a part of it is for (#38)
game-maker / suite (push) Successful in 6m13s
The graph could hold any number of nodes and said nothing about which of them
belonged together. Groups and comments are two separate things, as decided in
the issue: a group is a titled box that carries the nodes it encloses, a
comment is free text that carries nothing.

Both live as optional arrays on Graph, not as registry nodes. A comment that
were a real node would run through the interpreter, show up in the drop
palettes and be compiled into a shader — the wrong place for a piece of text.
As arrays on Graph they exist in all four graph kinds at once, and a document
without them means exactly "no groups", so no format bump.

Membership is computed when the box is grabbed, never stored: the center of a
node inside the box travels with it, and a node dragged out is simply out. A
box inside a box travels with the outer one, its own nodes included. A group
is grabbed by its title bar only — its body stays transparent to the pointer,
or a rubber band could never be drawn across the nodes it holds. Deleting a
box deletes the box; the nodes stay where they are, because a box that
silently took ten nodes with it would be the most expensive surprise in the
feature.

The color is a free picker, and the title color follows from it: relative
luminance per WCAG, threshold at 0.179 where the two contrast ratios meet —
not 0.5, which would pick white on mid grey where black reads better.

Resizing snaps the far edge to the grid, not the width, so the corner that is
not being dragged stays put. The minimum size rises in whole steps for that
reason: 80 is no multiple of 24, so a box squeezed to the stop would have sat
off-grid in exactly the mode meant to keep it on.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 11:24:34 +02:00
rootandClaude Opus 5 78baf0c719 A source wears an icon without becoming decoration (#89)
game-maker / suite (push) Successful in 9m49s
Behavior and Container draw an icon because isSymbolType() is true for them,
but that predicate does not mean "draws an icon" — it means "is editor
decoration". Four places read it that way: collectWorldItems, GameViewport.
collectFrame and syncDrawOrder all drop symbols out of the running world and
the game picture, and placementOf() gives them an upright unscaled box.
Listing 'particles' there would have handed the source an icon and taken away
its particles, in the scene view as well as in the game.

So the two questions are two functions now. hasSceneIcon() says a type draws
an icon; isSymbolType() keeps meaning decoration. The icon itself is a
SceneViewport decoration, which is editor-only for free because GameViewport
never syncs decorations.

A ring (r 10, #c26a1f) with four sparks, upright and unscaled like the other
symbols, its middle left open — unlike Behavior and Container a source draws
something of its own, and the field is densest exactly there. The name sits
beside it and a dashed line runs to the parent, same colour.

Found while writing the tests: the source's grab box scaled with its transform
while the icon did not, so the two came apart. placementOf() returns only the
translation for 'particles', making the box the upright 24 x 24 that covers
its icon. The source's own transform still feeds every particle untouched.

824 checks (821 + 3).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 08:25:49 +02:00
root 0f9e1611d1 A particle is a function of its age, not a thing that is stepped (#73)
game-maker / suite (push) Failing after 4m22s
The asset type `particles` is placeable and carries a graph at the same time —
`behavior` was the blueprint. Because a continuous emitter gives birth to particle n
at time n/rate, the whole field is a function of the clock rather than of the frames:
no ring-buffer bookkeeping, exact time jumps, reproducibility as a measurable property.

compile.ts follows compileShader's frame but emits JS closures into a Float64Array
instead of GLSL, and without eval; a node with two consumers is evaluated once.
Drawing is one Pixi ParticleContainer per source, so one draw call.

Collision, wind and braking in flight are out for good — that is the price of the
formula model, not an omission.

The tab count goes from nine to ten, which is exactly the case #84 was built for one
day earlier: at 1280 px the row no longer holds every tab, so guard 14b now asks for
hidden.length > 0 instead of === 0.
2026-09-14 05:44:25 +02:00
rootandClaude Fable 5.1 42cafa7543 Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (#62)
game-maker / suite (push) Failing after 3m59s
A shader is an asset carrying a node graph (Texture color, Output, Property,
Color, Add/Subtract/Multiply/Divide, Mix, Luminance) that compiles to the GLSL
fragment of a Pixi filter. The Shader tab reuses the Behavior canvas; a sprite
wears a shader through its Shader picker, and the rows below it are the
graph's Property nodes. Property schema, resolution and deviation take the
project because a sprite's rows now live in another asset. The built-in
registry of the prototype is gone; "Adjust colors" ships as a graph in the
fixture and the three example games.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 22:41:14 +02:00
rootandClaude Opus 5 c47fd5e4dc Console panel: capture console.*, timestamped lines, resizable (#50)
A log layer (src/editor/console/log.ts) keeps a 500-line ring buffer and
wraps console.log/info/debug/warn/error, still calling the original. Notices
and behaviour runtime errors go straight to the layer instead of through
console, so editor tests stay quiet and errors can render red. world.log is
untouched: it is per-run structured state that runtime tests and e2e read
directly, not a text stream.

The panel sits under the visible tab, resizable with Splitter('y'), with a
CONSOLE header and a clear button. Each line carries its wall-clock time in
its own dimmed column, so locate() still finds the message text.

The taller centre area drops the graph fit zoom to 0.60, which broke six e2e
checks that assumed one screen pixel is one graph unit and that a fixed
offset from the canvas centre is empty. They now ask __gm.emptySpot(),
__gm.graph.emptySpot() and __gm.graph.zoom() instead of guessing.

locate/locateAll added the unscaled Pixi text width to the global position,
so click points in the scaled graph canvas landed too far right; they use
getBounds() now.

check.sh: 831 tests. Full e2e: ALL PASSED - 671 checks. Smokes 24/19/20.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 19:35:40 +02:00
rootandClaude Fable 5.1 e7d82bd1a9 State machines: asset, tab, State branch and Set state nodes (#51)
A state machine is an asset whose graph holds one `State` node per state
(no ports, name as title), edited in a new "State machine" tab that reuses
the graph canvas: right-click places "State n", snap toggle shared with the
Behavior tab via SnapToggle. `statemachine` is a value kind like texture
(port, literal node, variable, struct field, tagged list item).

Behaviors use it through `State branch` (one exec output per state) and
`Set state` (one exec input per state; the interpreter now hands `run` the
entry port). States live per behavior instance in NodeContext.states, with
no initial state. Ports derive from the inline picker or a wired
`State machine` literal; BehaviorLookup became GraphLookup with
behavior(id) and machine(id).

The Graph tab is labelled "Behavior" (key unchanged). Unit tests
(state-machine, kinds, catalog, ports), e2e step 26 and README added.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 18:00:23 +02:00
rootandClaude Opus 5 656d61f187 Edit the graph during play and watch values and flow run through it
The graph was only locked by five edit-mode guards in GraphCanvas. The
running game reads the graph by reference each frame, so a new node, edge,
changed value, disconnect or undo takes effect from the next frame. Stop
discards these edits like everything else changed in play. A new On start
node does not fire for a behavior that has already started.

During play every data output shows the value it last produced, in the
highlight colour and refreshed ten times a second. Values are kept per
graph, because node ids are only unique within one; with several
instances the most recent value wins. The Variables node reads the live
variable bag, so only its own outputs are kept, as a snapshot.

Each time an exec edge fires, a bead runs along it in 0.3 s, at most one
every 0.15 s per edge, following the same curve the edge is drawn with.
Beads run on game time and freeze while paused; the game logic is
unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 21:19:07 +02:00
rootandClaude Opus 5 495756b500 Remove exports and methods nothing uses any more
A reference search over every export and method in src/ found code that
only tests still called, or that was never called at all:

- RemoveSceneObjectCommand: the product only removes through the
  multi-object command; the tests now use that one too.
- NodeRegistry.requireNodeDef: a second function of the same name in
  commands/require.ts raises a CommandError instead of throwing, and is
  the one the product uses. The twin invited the wrong import.
- isTextureAsset, listContainers, AssetTabEditor.show,
  FocusManager.destroy, KeyboardBridge.selectAll and the getters
  ColorField.value, ListView.selected, NumberField.number.

Also: Theme.controlActive now matches the resting control colour, and a
new note asks what editing the graph during play would take.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 20:15:49 +02:00
rootandClaude Opus 5 13852fe4b2 Route the widget hover cursor through the theme
Button, Checkbox, the color swatch and list rows took a hard-coded
'pointer'; they now read Theme.hoverCursor, which is 'default'.

Also adds the todo note for a breadcrumb when drilling into a
sub-behavior in the graph.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 11:16:20 +02:00
root 2cf788eedd Let a value be a bundle of named fields
PropertyValue was number | string | boolean | list. A struct joins it, which
costs two things the typechecker found rather than I did.

An object on a data edge used to mean a live entity, so asEntity would have
taken a struct for one and asString would have read .name off it. EntityHandle
now carries a symbol brand – a symbol so no field name can impersonate it, and
it never serializes, which suits a thing that exists only while the game runs.
It is built in exactly one place.

String(value) would have written a struct as [object Object] at 39 call sites.
They go through textOf(), which is identical for primitives.

normalizeGraph dropped everything but primitives from node params, so the List
node lost its value on every save ([3,1,4] round-tripped to undefined).
Variables were spared: they have a schema, params have none.
2026-09-10 08:14:18 +02:00
rootandClaude Opus 5 a9c3111377 Let a variable hold a list
A variable could only be a number, a text or a yes/no, so every set of values had
to be smuggled through a string - which is where Tetris got its unreadable
"03066326048763714" colours from. A list is now a value of its own, with an item
kind (number, text, yes/no, colour) that decides how the inspector reads the one
comma-separated line it is typed as, and eight nodes to work with: List, Fill,
Count, Item at, Set item, Sub list, Join lists, Index of.

Two traps came with it. An array is typeof 'object', so every place that told a
value from an entity had to learn the difference, or a list would have been
passed around as a game object. And a value was compared by identity in three
places - with lists that marks everything as an overridden property after each
reload, so those comparisons now compare contents.

There is no list of objects: a list is written to the project file and an object
is a live handle that no reload survives. A set of objects stays a list of names.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 21:26:31 +02:00
rootandClaude Opus 5 c6f907b4e0 Make a call node say why it does nothing, and easier to place
A behavior node that cannot run looked exactly like a healthy one: no
start node, no behavior picked, a deleted behavior or a self-call were
all silently skipped. The call still had to be forgiving at runtime -- a
dangling reference must not abort a game -- so the fix is diagnosis, not
an exception: describeProblem() names the one reason, the node draws it
in red under its title, and the inspector repeats it where you pick the
behavior. A missing end node is deliberately not a problem: a call is
always synchronous, and the end node only decides which values come back.

Two ways in: a behavior dragged from the asset panel lands in the graph
under the pointer, and double-clicking a call node opens the graph it
runs. Both reuse machinery that already existed -- the asset panel
already starts the drag, and list views already report double clicks.

The e2e module needed its assets at the head of the asset list: after 18
modules the list is long enough that a newly appended row scrolls out of
view, and the press then lands on the panel behind it, starting no drag
at all. That looked exactly like a rejected drop and cost two full runs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 20:40:56 +02:00
root ebad3fd530 Make an edge drag say where it will land, and offer nodes when it lands nowhere
Dragging an edge now rings the port it would connect to and snaps the line
there. A drop on a node's body takes that node's first free compatible port,
or the last compatible one when none is free, replacing its link. A drop into
empty space opens the palette filtered to the node types the edge could reach
at all, and the picked node arrives wired - node and link as one undo step,
so a single undo takes back the whole gesture.

The decision of what fits what lives in core/graph/dropTarget.ts as pure
functions, tested directly; the canvas only draws the answer. The palette
takes an optional filter rather than knowing about drags.

Verified remote on the Windows box (GPU): ALL PASSED, 284 checks.
2026-09-09 12:29:57 +02:00
root b87fcdfbad Mark overrides in gold instead of bold, and up the hierarchy
An inspector label whose value deviates from its base was drawn bold, which is
easy to miss next to the regular labels and says nothing in the hierarchy, where
a folded subtree could hide a change entirely.

The colour now lives as a theme token (`override`, #f2c84b) used by both the
inspector labels and the hierarchy rows. Whether a row deviates is decided by
`src/core/properties/deviation.ts`: `objectDeviates` compares an object against
what it follows -- the container template for content, the asset otherwise --
and `deviationMarks` carries the mark up to every ancestor, so a folded subtree
still shows that something inside was changed.

`deviationMarks` takes the stored holder, not the resolved one: in the resolved
view container content looks like an ordinary object and `instanceTargetOf`
would compare against the asset, marking every instance.

Covered by 3 unit tests and 5 e2e checks, including one that strips an object's
own overrides to prove the row stays gold for a deviating child and restores
them byte for byte. Full suite remote on the RTX 4070: 275 checks, all passed.
2026-09-09 10:54:25 +02:00
rootandClaude Opus 5 6bedc948be Make the viewport label size one setting
Scene labels used `small` (11 px), the Texture tab used `body` (13 px). Both now
read `Theme.viewportLabelSize` through two tokens that differ only in colour.

Dropping the per-frame `label.style.fill` assignment matters: textStyle() returns
shared cached instances, so with both views on one token it would have recoloured
the scene labels too.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 16:59:17 +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 f140c2fd77 Fix findUsages/undo/node-lookup bugs, split Viewport and Editor, share command and inspector helpers
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 09:22:49 +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 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 6ecb20cf02 Trigger colliders and Move and slide against solid colliders
- Collider property isTrigger (no blocking, still reports enter/stay/exit)
- Node 'Move and slide' with blocked x/y outputs, axis-wise resolution
- axisSeparation/axisCorrection geometry for box/box, circle/circle, box/circle
- Amber outline for trigger colliders in the viewport
- Demo mover uses Move and slide; E2E step 15b, 7 new unit tests

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 15:38:14 +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 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 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