Commit Graph
5 Commits
Author SHA1 Message Date
adminandClaude Opus 5 fe894c630d Pixel art tools show only useful options and remove any colour (#201)
game-maker / gate (push) Successful in 1m42s
game-maker / suite (push) Successful in 8m15s
The pixel art side bar showed every tool option all the time, the
palette used only part of the column width and "Remove" could only
drop the last colour. Now each tool shows what it needs, the palette
fills the column and any colour can be removed.

- Options per tool live in toolOptions.ts. Brush shows for pencil,
  eraser, line and unfilled shapes. Filled shapes shows for rectangle
  and ellipse. Contiguous shows for fill. Picker has none.
- All options share one row with a fixed height, so nothing below
  jumps when the tool changes.
- The palette picks its column count from the width and stretches the
  swatches until the row ends flush. At 1280 px that is 11 per row
  instead of 8.
- The colour field takes the space the two buttons leave, so "Remove"
  is no longer cut off.
- "Remove" deletes the selected colour. Pixels of that colour turn
  transparent, later indices move down by one in every image that uses
  the palette, and palette plus images change in one undo step.
  Transparent itself cannot be removed.

Decisions:
- Pixels of a removed colour become transparent, like erasing
  (chosen by the user before the build).

Findings:
- The Filled checkbox slid away under the pointer. The brush button
  sat to its left and vanished when Filled turned on, so the second
  click missed. The brush button now sits to the right, and a check
  clicks the same spot twice.
- One start-up FAIL "debug hook present" came back never in three
  later runs. It is the known start flake.

Tests:
- ./check.sh: 141 files, 2080 tests, exit 0 (before 140 / 2070)
- 10 new unit tests in tests/editor/pixel-palette.test.ts
- GM_STEPS=48 (fresh seed): ALL PASSED, 40 checks, 4 of them new
- Counter-check: indices not shifting and brush always visible make
  4 unit tests and exactly the 2 matching e2e checks fail
- Check total 1282 (1278 + 4) in README and wiki, computed

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 11:58:31 +02:00
adminandClaude Opus 5 bbbf34109b Lists duplicate, rename and edit values right in their rows
game-maker / gate (push) Successful in 2m20s
game-maker / suite (push) Successful in 8m25s
Name, opacity and Z each sat in a separate field below or beside
the list. You had to select a row first and then look elsewhere to
change it. Duplicating was a separate button or not possible at all.
Now the row itself carries everything.

- SortableList gets three optional callbacks. onDuplicate shows a
  copy button between the eye and the delete button. onRename opens
  a text field on double click, Enter or a click outside commits,
  Esc cancels, an empty name is ignored. value puts a NumberField
  into the row.
- Dragging on the number changes the value and never moves the row.
  A whole drag is one undo step, the canvas follows live.
- Copy and delete only show on the hovered and the selected row.
  Their space stays reserved, so nothing jumps on hover.
- Pixel layers: copy right above with the same pixels on all
  frames, rename, opacity in percent. The Name and Opacity fields
  below the list are gone.
- Pixel frames: copy right after, replaces the Duplicate button.
- Tilemap layers: copy with cells, Z and visibility, rename, Z in
  the row. The Name and Z fields in the panel are gone.
- Vector shapes: copy at the same place and select it, rename.
- New in core: DuplicateVectorShapeCommand,
  DuplicateTilemapLayerCommand, withLayerDuplicated and copyName
  ("X copy", "X copy 2"). copyName lives in src/core/util/names.ts
  because the model never imports from commands/.

Findings:

- Double clicking a shape that is not selected yet only selects it.
  The first click moves the list up, so the second click misses the
  name. Module 47 selects the row first.

Tests:

- ./check.sh: 138 files, 2055 tests, CHECK EXIT 0 (before 2052).
- GM_STEPS=47,48 (fresh, twice): ALL PASSED, 91 checks (before 86).
- GM_STEPS=39,40,47,48: module 40 green, 47 died on the rename
  check, which was a test fault and is fixed.
- Counter probes: a constant copyName fails the shape and pixel
  layer tests. A dead copy hit fails the copy check in 47.
- Check total 1272 in README and wiki, computed (1266 + 6).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 06:02:47 +02:00
adminandClaude Opus 5 ae0247d86f Lists add and delete items right in the list header and rows
The layer, frame and shape lists still had their add and delete
buttons scattered below the list, each in its own layout. They now
live in the shared SortableList, so every list works the same way.

- SortableList gets an optional header with the title on the left
  and a + on the right, plus an optional x per row next to the eye.
- The keepOne option hides the x on the last remaining row, so a
  pixel art image and a tilemap always keep one layer.
- Pixel art layers and frames and tilemap layers use header, + and
  x. Only Merge down and Duplicate stay below the lists.
- Vector art shapes get the x but no +. Add shape stays below the
  list and Delete shapes stays for a multi-selection.
- The section headings in the pixel art column use the same style
  as the list titles and the inspector.

Findings:

- The wait loop added to check 47i for #196 only waited for the
  right half of the shape. If the texture landed between the two
  reads, the left half was still blue and the check failed. It now
  waits for both halves.

Tests:

- ./check.sh: 138 files, 2052 tests, exit 0.
- GM_STEPS=39,40,47,48 (fresh): ALL PASSED, 156 checks (was 154).
- GM_STEPS=47,48 (fresh, final): ALL PASSED, 86 checks.
- Two new e2e checks: x on a shape (47) and x on a frame (48). The
  tilemap check in 40 now uses the x instead of Delete layer.
- Counter-check: with the x not reporting to its owner, exactly the
  two new checks fail.
- Check total 1266 in README and wiki is computed (1264 + 2).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 21:18:26 +02:00
adminandClaude Opus 5 5b9b57fd19 Layer, frame and shape lists all reorder by drag and drop
Reordering shapes by dragging worked well in the vector tab. Pixel
art layers and frames and tilemap layers still used up/down buttons.
All three lists now share one widget built from the shape list.

- SortableList in the UI toolkit, with the drag rules next to it in
  src/ui/sortable.ts. A row has an optional thumbnail, a name, a hint
  on the right and an eye toggle. Every drop is one undo step.
- The shape list is a thin wrapper around it. shapeRows.ts is gone,
  its tests moved to the new rules.
- Pixel art layers show the layer alone on the current frame, frames
  show the whole frame. Up/Down, Hide, Earlier and Later are gone.
- Tilemap layers get the eye instead of the checkbox. The per-row
  up, down and delete buttons are replaced by Delete layer next to
  Add layer.
- A row is selected on release instead of press. Selecting rebuilt
  the inspector or tilemap panel and cancelled a drag that started
  on a row not yet selected.

Tests:
- ./check.sh: 138 files, 2052 tests, exit 0 (before 137 / 2051).
- GM_STEPS=39,40,47,48 (fresh seed): ALL PASSED, 154 checks.
- 5 new e2e checks. Check total 1264 in the README is computed
  (1259 + 5), CI never measured 1259.
- Counter-checks bite: dropMove ignoring reversed fails a unit test,
  a tilemap drop not applied fails the drag check, a layer thumbnail
  showing all layers fails the thumbnail check.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-21 18:48:50 +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