Commit Graph
14 Commits
Author SHA1 Message Date
adminandClaude Opus 5 2a390e52ff The scene view and the animation preview share one camera, the three form dialogs one base, and keys are found through one set of helpers (#85)
game-maker / gate (push) Successful in 1m36s
game-maker / suite (push) Successful in 5m41s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 14:19:53 +02:00
adminandClaude Opus 5 195fc94e08 Animations blend out on Stop and at the end of Once (reset), and Play can restart a running animation (#106)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m37s
Stop animation gets a blend (s) port that fades the animation back to what
lies underneath. Play animation gets blend out (s) for Once (reset) and a
restart port that starts a running, paused or fading animation from frame 0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 11:50:10 +02:00
adminandClaude Opus 5 8a377d9239 Play animation's blend is given in seconds, not in frames of the new animation (#106)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 11:14:15 +02:00
adminandClaude Opus 5 04dc254b3d Play animation can blend into the new animation over a number of frames (#106)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m34s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 10:03:53 +02:00
adminandClaude Opus 5 beeea355d9 Animation rows can target behavior variables and shader parameters (#104)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m38s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 09:04:29 +02:00
adminandClaude Opus 5 b278605c53 Keys carry an easing for the span to the next key: linear, step, ease in, ease out, ease in-out (#101)
game-maker / gate (push) Successful in 1m32s
game-maker / suite (push) Successful in 5m36s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 07:27:44 +02:00
adminandClaude Opus 5 cc14988338 Ping-pong turns on the last key, and stepped rows hold the key they last passed (#112)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 07:08:44 +02:00
adminandClaude Opus 5 f68941fa3a An animation reaches the scene's own background and objects inside placed containers (#109)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m37s
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 06:48:21 +02:00
adminandClaude Fable 5.1 89c46c30a0 An animation is previewed above its timeline: the root at the playhead, drawn but never written (#99)
game-maker / gate (push) Successful in 1m47s
game-maker / suite (push) Failing after 4m55s
The Animation tab shows the root asset over the timeline, with every row's value at the
playhead written onto a copy of it – the sprite, text or container placed at the origin as a
scene would place it, a scene as itself. Rows reach the root through that placed object and its
children through the object's instance edits, the route a placed container's content takes,
so the ids match what the runtime gives them. The runtime player and the preview evaluate a row
through one function (trackWriteAt), relative rows included; past the end of a once-reset pass
the preview shows the starting values, as the player would. Play, pause and the ruler drive the
preview through the timeline's playhead; a drag pans, the wheel zooms, Centre frames it. The
document is never touched and undo never hears of scrubbing.

On animation finished no longer describes itself as hearing "a sprite of the owner".

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 21:00:18 +02:00
adminandClaude Opus 5 4ed2edd0f0 An animation is a value a graph can pick, and playing a running one makes it win again (#97)
Play, Pause and Stop animation take the animation on a port instead of a
fixed setting, fed by the new Animation literal or a list item tagged
`$animation`. Playing an animation already running keeps its frame but
counts it as started last, so turning back to a walk that never stopped
shows that walk. The actor demo walks through one Play animation over
`ItemAt(walk, facing)` again and stops every animation to stand.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 20:47:31 +02:00
adminandClaude Opus 5 5af0a1c83a An animation's rows are edited on a timeline: double click sets a key, keys are banded, dragged and deleted, the ruler scrubs (#98)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 20:38:34 +02:00
adminandClaude Opus 5 193378e6a9 An animation is a timeline of rows over one asset, played on an object rather than worn as a picture (#97)
Part (a) of the animation rework: model, commands, saving, runtime and nodes.

- AnimationAsset holds a root (sprite, text, container or scene) and rows; a row keys one
  property of the root or of an object inside it, keys sit on whole frames.
- The last key decides the length (its frame counts as a frame of its own). The playhead runs
  between frames, so numbers and colors blend every tick even at 10 fps; everything else holds.
- Playback gains `once-reset`, which puts back what was there before the start. A row can be
  relative, adding to where its target stood.
- Play / Pause / Stop animation act on an object; each instance plays on its own, the later
  start wins on a shared property, and a behavior writing the same property still writes last.
- A sprite no longer wears an animation through `texture`. "Create animation from texture"
  builds a sprite plus a texture row keyed frame by frame instead.
- The Animation tab shows a placeholder until the timeline editor (part b) lands.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-16 20:02:25 +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 1135bf4562 Play sprite animations from an animation asset worn through texture
An animation asset is a list of pictures (whole textures or frames) with
frames per second and Loop/Once/Ping-pong playback. A sprite wears it
through its texture property, so the picker, instance overrides and the
Properties node work unchanged; there is no dedicated play node.

A different animation starts from its first frame, the same one set again
runs on, so a graph may choose Run or Idle every frame. The clock lives on
the entity, not in props, which the world writes back as overrides. The
AnimationSystem ticks before behaviors, and On animation finished fires
once when a Once animation reaches its end.

The Animation tab plays a preview above a frame strip: reorder by dragging,
Delete, duplicate, + Frames, pause/resume, and wheel zoom about the pointer
with pan and Fit. Scene and Container tabs show the first frame; edit mode
has no clock. Right-clicking a texture creates an animation from its frames.

Button now measures its label with the bold font it draws in, which cut
the Animation tab and red dialog buttons short.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 23:52:34 +02:00