Commit Graph
10 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 ef2600493f Read the pixel size of a texture in a graph (#262)
A graph had no way to know how big a picture is. An icon sprite with a
fixed size therefore stretched every icon of another size, an 8x8
pixel-art icon in a 16x16 slot was drawn twice as big.

- New data node Texture size. It takes a texture, a frame or a pixel
  art and hands out width and height in pixels, 0 x 0 for none.
  Wired into a sprite's width and height, the picture shows pixel for
  pixel.
- GraphLookup gets textureSize. The project answers it with the same
  pictureSize rule a sprite uses to size itself.

Tests:

- ./check.sh: 2749 tests, CHECK EXIT 0.
- 2 catalog cases (a picture, no picture) and one test against a real
  project: pixel-art sheet, single frame, missing texture.
- No e2e check and no counter-check for this node.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 06:01:27 +02:00
adminandClaude Opus 5.5 b0d0868f55 Give a list one struct type so every item keeps its shape (#254)
game-maker / gate (push) Successful in 3m28s
game-maker / suite (push) Successful in 10m38s
A list of structs used to let every item carry its own fields. Adding
an item meant typing the same fields again, and nothing kept the items
in step with the struct asset from #253. A list can now name a struct
type for its items, and the asset keeps them in shape.

- A list variable and a list field get the row Items with Mixed, every
  struct asset and Make struct type. Make struct type collects every
  field any item has, so no item loses a field.
- A typed item carries its type under the key `$struct`
  (ITEM_TYPE_KEY). listItems does not count it as a field.
- A list that holds anything but structs refuses a type, also when
  the offending item sits in an override. The console names the list
  and the count, and the list stays as it was.
- In a typed list `+ Item` adds an item with the defaults, without the
  kind menu. Field names are locked, values stay editable.
- The rows of a typed item take their kind from the struct asset
  (declaredKind in InlineList.ts). An asset field shows the asset
  picker instead of a text field, as reported in the issue.
- A struct item in a mixed list gets its own Type row. Switching a
  list back to Mixed keeps the type on each item.
- syncStructTypes brings marked items into shape and carries renames
  into them, also inside overrides and nested lists. One undo step.
- The delete dialog of a struct asset also counts typed lists.
- The game never sees the key. World and sharedState strip it with
  withoutItemTypes and bagWithoutItemTypes, so a struct stays a
  plain object at runtime.
- Add item and Set item get the setting Type. With a type they only
  accept a struct with exactly its field names (fitsType in
  SetItem.ts). Anything else is left out and logged.
- The item indent from #252 is back to its old width, the narrow one
  squeezed the value fields.

Not done: writing a variable does not check the type, and the List
node offers no type.

Found on the way: a test helper in list-of-structs.test.ts called
nodes without params. It now passes the same arguments as the
interpreter.

Tests:
- ./check.sh: 183 files, 2679 tests, CHECK EXIT 0
- e2e GM_STEPS=1,21,22,32,54,55: ALL PASSED, 150 checks
- e2e GM_STEPS=1-6,21,22,32,54,55 before the follow-up: 404 checks
- New: tests/core/typed-lists.test.ts, e2e module 55 with 13 checks
- Counter-checks bite in unit and browser, originals restored by cmp

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 07:23:00 +02:00
adminandClaude Opus 5.5 393b8ec7f9 Build your own easing curve and use it on keys and Lerp (#247)
game-maker / gate (push) Successful in 3m44s
game-maker / suite (push) Successful in 10m25s
The built-in eases cover the usual shapes, but a game often wants its
own: a coin that bounces twice, a door that overshoots and settles.
A new asset type holds such a curve, and keys and the Lerp node can
pick it instead of a built-in ease.

- New asset type "curve": points like in Vector art, x is t and y is
  the value. A new curve is the straight line from (0, 0) to (1, 1).
- One pure evaluation in src/core/model/curve.ts serves the timeline
  preview, the running game and the Lerp node.
- The curve always has one value per t. The end points stay at t 0
  and 1, points cannot pass each other, and a handle that reaches past
  its neighbour is shortened along its direction. Loading a hand-edited
  file applies the same rules.
- Curve tab: click on the line to insert a point that keeps the shape,
  click on free space to put one there, drag points and handles,
  double-click or Delete removes, Alt-click toggles round and sharp.
  Every step is one undo step.
- Presets: all 30 built-in eases plus Linear, fitted with adaptive
  subdivision. Each stays within 0.4 % of the built-in ease.
- Preview: a dot runs along the curve once a second, a second dot
  shows only the value. The Preview button stops it.
- Animation keys get "Curve" under Easing with a curve picker. Lerp
  gets "Curve" under Ease, and its result may overshoot b.
- A missing or unpicked curve runs linear. The inspector says so, the
  node shows it as a problem, and deleting a used curve warns with the
  number of keys and Lerp nodes.

Tests:
- ./check.sh: 180 files, 2612 tests, CHECK EXIT 0
- GM_STEPS=1-6,25,53: ALL PASSED, 309 checks
- New e2e module 53 with 13 checks, all with the real mouse. Expected
  values come from its own Bezier evaluation.
- Counter-checks bite: without Bezier evaluation 4 unit tests fail,
  without handle clamping 2. In the browser, a key that cannot find its
  curve, a click that sets no point and a handle drag that moves the
  point all turn checks red.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 15:58:05 +02:00
adminandClaude Opus 5.5 454d202109 Let each variable of a behavior choose whether calls keep it (#229)
game-maker / gate (push) Successful in 3m13s
game-maker / suite (push) Failing after 8m46s
The first version of #229 put a Keep state switch on the Run behavior
node. The user wanted it where the variable is declared instead. Whether
a value lives on belongs to the variable, not to every call site.

- The node switch keepState is gone again. RunBehavior, CallResult and
  nested.ts are back to what they were before #229.
- BehaviorAsset.keptVariables lists the kept names. It lives on the
  asset and not in PropertyDef, because that is the schema of every
  inspector row.
- A variable added from now on starts with Keep on. Variables in
  existing projects start with Keep off, so old projects run unchanged.
- SetVariableKeptCommand flips the switch as one undo step. Add, remove
  and rename carry the list along. Loading drops names that are not
  declared.
- The interpreter keeps only the listed variables, per Run behavior
  node and per object as before. The others start at their defaults.
- Local state machines in a called behavior start empty on every call
  again, as before #229. Global and scene machines are unchanged.
- The inspector shows a Keep button in each variable row of a behavior.
  Its state is part of the asset signature, so a click redraws the row.
  Without that the button kept its old look until the inspector was
  reopened.

Found: the project Garden of Sacrifices still has keepState = true on
the call Player -> Character Movement. It is ignored now. Direction
there predates the switch, so Keep is off until set by hand.

Tests:
- ./check.sh: 163 files, 2392 tests, CHECK EXIT 0 (before 2388)
- tests/core/keep-state.test.ts rewritten, 15 tests
- e2e 19: ALL PASSED, 35 checks. 19c-ii now clicks the Keep button
  of a new variable: on when added, off by a click, on again, off
  after undo.
- Counter-checks, each fails its own test: keep list ignored (2),
  states kept (1), new variable not kept (8), rename drops the list
  (1), no Keep button (e2e 19c-ii).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 15:50:59 +02:00
adminandClaude Opus 5 7babf88636 A state change is something the graph can react to, so the machine announces it (#53, #54, #55, #57)
game-maker / suite (push) Successful in 10m58s
Four issues that all reach for the same line: how the current state is
read and written. Splitting them into four commits would mean four
states of the tree that do not compile, so they arrive together.

#55 start state — the machine asset carries an optional `start` holding
a State node's id. Right-click a state to set or remove it, a ring in
the node's title says which one it is. A dead id (the state was deleted)
reads as "no start", so nothing has to clean up after a deletion.

#53 entered/exited — `On state entered` and `On state exited`, one exec
output per state. Every change now goes through a single `setState`
that reports it; BehaviorSystem delivers it after the exec flow that
caused it, `exited` of the old before `entered` of the new, round after
round until the queue is empty, with a cap that stops a ping-pong graph
with an endless-loop error. A local machine tells the instance that
switched, a global one tells every instance holding a matching event
node. The start state fires `entered` too: per instance for a local
machine, once per run for a global one.

#57 reading — `Current state` with `name` for showing and `id` for
comparing, `Is in state` with one boolean per state. Neither has a
`run`, so `read` learned `def` and `lookup`, and the catalog test knows
this third kind of node.

#54 seeing it — during a run the state machine tab marks every state
some instance is holding faintly, and the one held by the selected
scene object's instance strongly.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 06:18:20 +02:00
rootandClaude Opus 5 8143130ed2 A shared value belongs to no behavior, so it becomes an asset of its own (#91)
game-maker / suite (push) Failing after 8m59s
This reverses the design of the previous commit. `PropertyDef.scope` is gone
without replacement: a behavior variable is an object property again, without
exception, and sharing is something you point at rather than something you
declare twice.

A **Variables asset** is declarations and nothing else -- no graph, no position,
never placed, no tab of its own (`TAB_OF_ASSET` is already `Partial<>`, so that
costs no line). A `Variables` node names one through its new `variablesAsset`
setting, empty meaning the behavior's own variables as before, and then reads
and writes one value per key for the whole run. Its property list follows the
chosen source, which was the actual request: a value another graph declared is
now offerable, where before every participant had to declare the name itself.

That deletes more than it adds (-72 lines net): `globalConflicts` and its
run-stopping kind clash, `SetVariableScopeCommand`, the scope picker, both
object-inspector filters and the "shared by the whole run" note on the placed
object. A typo is no longer a silent second variable -- naming an asset is
picking from a list. And two Variables assets may carry the same key without
meeting, because the asset is the key, not the name. The one shape it copies is
the one that already existed: `Set state` picks its machine the same way.

Lifetime is unchanged. The bag is built at `BehaviorSystem.start()` from the
declarations and never written back, so playing in the editor cannot change the
project -- which is the whole reason a counter must not be an object property
(`World.syncToModel` would `commit()` it, and the coin counter would stand at 7
for good).

Full symmetry across that gap, without mirroring anything. Two named wires:
`Inspector.liveVariables` shows the values as they stand while a run is on and
falls back to the declarations when it ends, and `adoptDeclarations()` takes a
key into the run *only where the document changed it since the last sync*.
Without that condition any unrelated project edit would snap a running counter
back to its starting value; a counter-test bends exactly that and falls over.
Nothing was ever cached, incidentally: `GraphInterpreter` only pulse-caches
nodes without a `read`, and the variable node has one. The wire was missing.

The state machine `Scope` row is now an ordinary `enum` row through
`createFieldRow`. It was hand-built from an `HStack` with a ghost dropdown and
began ~34px left of every value above it; the explanations beside `Local` and
`Global` are gone from the menu, the sentence below the row keeps saying it.
Machine scope is otherwise untouched -- `StateMachineAsset.scope`,
`SetMachineScopeCommand`, `stateBag()` and its persistence all stand, so #59
stays closed as built and `Scope` as a type now carries machines alone.

Six counter-proofs, each biting at its own guard. One of them did not bite at
first: the suggestion list was computed twice, in `nodeSection` and
`portSection`, so only the browser test covered the request itself. It is one
named function now, `variableChoices`, with a unit test of its own.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 18:05:36 +02:00
rootandClaude Opus 5 d1fcfe8b81 A shared value belongs to the run, so a declaration carries its scope (#91)
A variable or a state machine declared `global` keeps one value for the whole
run instead of one per behavior instance. The scope sits on the declaration --
`PropertyDef.scope` and `StateMachineAsset.scope`, both optional, absence
meaning `local` -- and `local` is never written, so every project made before
this saves back unchanged.

**The name is the key.** Two behaviors declaring a global `score` mean one
variable; a behavior declaring `score` locally keeps its own. Kinds that
disagree about one global name stop the run before it starts, with the two
behaviors named; starting values that disagree are a warning on the behavior
that declares it, and the first declaration wins (`globalConflicts`).

The runtime needs no redirection layer. A global variable falls out of
`schemaForObject`, so it never reaches `entity.props` -- and then the whole rule
is "whoever declares the name takes their own value" (`graph/sharedState.ts`).
The `Variables` node is untouched and stays transparent: switching a variable to
global breaks no existing graph, because `GraphInterpreter.readAll` builds a
fresh object per read anyway and only asks `port.key in all`.

That same cut answers the inspector. A shared value has no owner, so the placed
object shows no row for it and can hold no override -- `SetVariableScopeCommand`
takes the deviations that were there and undo gives them back.

Both places say it in words rather than leaving a glyph to be guessed: the
declaration explains the mark below the list, and the placed object names the
variable it no longer holds instead of claiming the behavior declares none --
which is what it said before, untruthfully. Screenshots of the e2e run turned
that up; no check had been looking at it.

`SharedState` hangs off `NodeContext`, is built in `BehaviorSystem.start()` from
the *declarations* rather than from any instance (a global variable exists
before its behavior is placed), and is thrown away with the run: nothing is
written back, not even in the editor run. `GraphInterpreter.call` passes it on
through `...ctx` while nested calls keep getting fresh local variables, which is
why `program.defaults` is stripped of global keys.

Two traps this hit. `defSignature`/`assetSignature` have to carry the scope or
the inspector does not rebuild after the switch -- and a state machine has no
rows at all, so its scope is appended to the signature by hand. And the object
inspector does not go through `schemaForObject` for behaviors, it reads
`asset.variables` directly; filtering in one place was not enough, and no unit
test covered that path. The e2e caught it (`global: true` where false belonged),
and the rule now lives in one named function, `objectRows`.

Scopes `object` and `scene` are deliberately not built. The object case already
has a route (`Object by name` -> `Properties`), and a run knows exactly one
scene, so `scene` would be indistinguishable from `global` until #39 exists.

Closes #59: a machine's scope is a word on the machine asset, not a setting per
`Set state` node, so the same machine cannot live in two places at once.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 16:22:53 +02:00
rootandClaude Opus 5 68c92daaa6 A transition carries a name, so a state needs no visible port (#52)
game-maker / suite (push) Successful in 10m22s
A state keeps its `in`/`out` exec pins in the model and the editor never draws
them. That is the whole trick: connecting, undo, deleting a state and saving all
keep working untouched, because `normalizeGraph` filters nodes and never edges,
and no edge ever checks its port key against a NodeDef. Only two places change --
`NodeView.redraw` stops drawing the row, and `portAt` refuses to hand one out, so
an invisible pin cannot be grabbed either.

Transitions are drawn by right-clicking a state, `Make transition`, then clicking
the target. The armed mode takes the same shape as a live drag, so the existing
preview draws it with no second code path, and it dies with Escape, a click on
empty canvas or a switch to another asset.

Removing the pins removed the only handle a transition had: edges have no
hit-test anywhere, and the pin right-click was the sole route to Disconnect.
The inspector's TRANSITIONS OUT / TRANSITIONS IN lists are therefore not a
convenience, they are the delete path.

`GraphEdge` gained an optional `label`, which `normalizeGraph` has to pass
through explicitly or a saved name is dropped on load. `State transition`
replaces `Next state`: it takes the machine on an input port and the name from a
picker, and resolves against the *current* state. Names are deliberately not
unique across a machine -- two states may both have an `alarm` -- so a node named
`alarm` moves whichever state has one, and an empty name follows the single
unnamed edge.

The geometry moved to a Pixi-free `transitions.ts`: a gap to the box border, and
a fan that puts a pair of opposite edges beside each other instead of on top of
each other. Keeping it as plain maths is what let a screenshot bug become a unit
test -- an earlier pin-to-pin line ran under the target node and took its
arrowhead with it, because `nodeLayer` sits above `edgeLayer`.

One limit stands and is not fixed here: `ConnectCommand` rejects a second edge
between the same two states ("Already connected"), because every transition
hangs off the same two ports. With names, `A --alarm--> B` beside
`A --seen--> B` is a sensible pair, so this is worth its own issue.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 14:05:18 +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 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