# Game Maker A browser-based tool "one step before a game engine": create **assets** (scenes, cameras, sprites), place them into scenes, tweak their properties in an inspector and press **Play** – all in one program, all drawn inside a single WebGL canvas. Live: · Widget playground: ## Concepts | Term | Meaning | |---|---| | **Asset** | Named thing with a type (`scene`, `camera`, `sprite`, `text`, `behavior`, `collider`, `container`, `texture`) and typed properties. Assets have **no position**. | | **Texture** | An uploaded image. Scenes and textures are the two types that cannot be placed: a texture has no position, it is *worn* by a sprite through the ordinary property `texture`. See *Textures* below. | | **Text** | An asset that draws a line of text (`text`, `fontSize`, `color`, `align`) – titles, HUD readouts, button labels. Its content is an ordinary property, so `Set text` (or `Set property`) changes it while playing. | | **Enabled** | Every placeable asset has the switch `enabled` (default on). A disabled object is not drawn, does not collide and its behavior does not run – **and neither does anything parented below it**. Switching one instance off is a normal override, which makes a container a *screen*: switch it on to show it, off to hide it. `Set enabled` / `Is enabled` do it from a graph. | | **Scene object** | An asset placed into a scene: a link to the asset + a **position** (`x`, `y`, `z`) + sparse **overrides** of the asset's properties + an optional **parent** (another object of the scene). Scenes cannot be placed. | | **Container** | A reusable group ("prefab"): the asset holds a **template** of objects (asset link, local position, overrides, parent links) centred on its origin. Placing a container creates a container object plus fresh copies of the template below it – ordinary objects, each remembering its template id. **Create container** turns the current selection into such an asset and replaces the selected objects by one placed container at their centre (world positions unchanged). The template is edited from its instances (see *Instance*). | | **Selection** | One or more scene objects. Click selects, `Ctrl`-click adds/removes, dragging on empty scene space draws a rubber band (objects whose position lies inside are selected). Dragging a selected object moves the whole selection; `Delete` removes it; the inspector offers **Create container** and **Remove from scene** for several objects. | | **Behavior** | Logic as an asset: a **node graph** plus the **variables** it declares. Placed like anything else (a diamond symbol in the scene); its parent is the **owner** the graph acts on. | | **Collider** | A shape (box or circle) for collision detection, placed as a **child** of the object it belongs to (its *body*). Drawn as a green outline in edit mode only. | | **Override** | A per-object value that replaces the asset's value for one property. Only changed keys are stored; the inspector marks them bold and offers a reset (↺) and an **apply** (↑) that writes the value into the asset instead. Both appear only where the value really differs from its base – an override carrying the asset's own value is none. | | **Default** | Every property has a schema default. Asset values that differ from it are marked bold in the inspector and can be reset (↺) the same way an override can. | | **Instance** | An object that is part of a placed container. It has two bases: the **template** it was instantiated from and the asset behind it. A row lists only the bases its value really differs from – ↺ ▾ offers **Reset to container** (template value) and/or **Reset to asset** (drop the override – the template is only read when the container is placed, never at draw time), ↑ ▾ **Apply to container** (template; copies still at the old value follow, copies changed on their own keep theirs) and/or **Apply to asset**. With one base left the menu collapses to a plain ↺ / ↑, with none the buttons disappear. Bold marks the same thing the buttons offer. Position rows compare against the template only. Right after *Create container* an instance matches its template (the overrides were copied into it) but may still override the asset – then only the asset entry shows. | | **Edit mode** | The Scene tab draws the project model; panels, grid, gizmos and drag-to-move are active. | | **Play mode** | The editor switches to a **runtime copy** of the project (same ids). A `World` is instantiated from its active scene (one entity per scene object, resolved properties as mutable state) and shown in the **Game** tab. Systems tick it and mirror their changes into the copy; every panel stays open and edits the copy, which the world picks up immediately. **Stop discards world and copy** – the saved model is never touched. | **The camera defines what is rendered.** A camera asset has a view size (`width` × `height`, default 640×360) and a `zoom`; the frame it covers in world units is `size / zoom`. The Scene tab draws that frame as an outline. The Game tab renders only that frame – fitted into the view with black letterboxing – and objects outside it are culled. A scene without a camera renders nothing in the Game tab. Play has no built-in behaviour (no input, no movement): everything that happens is defined by behavior graphs. **Editing while playing.** Play opens the Game tab but leaves the editor fully usable: the Scene tab shows the live positions (symbols, gizmos and dragging included), the hierarchy and inspector show and edit the running objects, the graph can be changed, undo/redo work on the play session's own history. All of it happens in the runtime copy: values a behavior changes appear as overrides (bold, ↺ resets to the asset value), objects a graph destroys vanish from the lists, objects a graph spawns (`Spawn` node) appear in them – selectable, editable, still only in the runtime copy –, and Esc/Stop brings back exactly what was saved. Autosave pauses while playing. ## Behaviors (node graphs) A behavior asset holds a Blueprint-style graph edited in the **Graph** tab of the centre area (the **Scene** tab shows the editable scene, the **Game** tab the running game). Ports come in two kinds: **exec** (white arrows, control flow) and **data** (coloured circles; `number`, `boolean`, `string`, `object`, `any`). Event nodes start a pulse; the interpreter follows exec edges and pulls data inputs lazily from connected outputs. Unconnected data inputs use the inline value shown on the node and editable in the inspector. - **Variables** are the behavior's own property schema (`BehaviorAsset.variables`): they appear in the inspector, can be overridden per placed instance, and each running instance gets its own mutable copy. `Get variable` / `Set variable` read and write them. - **Owner** = parent: a placed behavior is usually parented to the object it controls (inspector → Parent, or drag it onto that object in the hierarchy; dashed line in the viewport). The `Owner` node returns it; `Self` returns the behavior itself; `Parent` walks up from any object. - **Node set** (`src/core/graph/nodes/`, one file per node): events `On start`, `On update`, `On key down/up/held`, `On timer`, `On collision enter/stay/exit`, `On click` (the mouse pressed on the owner – anywhere when it has none) · flow `Branch`, `Sequence` · data `Self`, `Owner`, `Parent`, `Object by name`, `Name of`, `Is asset` (is this object an instance of asset X – how you tell what you collided with), `Get/Set variable`, `Get/Set property`, `Get position` (local and world), `Is enabled`, literals, `Add/Subtract/Multiply/Divide`, `Min/Max/Abs/Sqrt/Clamp`, `Floor/Ceil/Round`, `Modulo`, `Random`, `Time`, `To text`, `Join text`, `Equals`, `Length`, `Distance`, `Normalize`, `Axis input` (four keys → a normalized direction, so diagonals are not faster), `Compare`, `And/Or/Not`, `Key is down`, `Mouse position`, `Mouse button`, `Is hovered`, `Is touching` · actions `Move` (dx, dy, scale, dt – connect an event's dt for per-second movement), `Set position`, `Set enabled`, `Set text`, `Spawn` (asset setting + x/y/z, optional parent → outputs the new object), `Destroy`, `Log`, `Stop game`, `Restart game`. A node type is one file exporting a `NodeDef` (ports, settings, `run`), listed in `nodes/index.ts`; palette, ports, validation and inspector fields are generated from it. A port may declare a `default` for its inline value (e.g. `Move.scale = 1`), shown on the node and in the inspector. - **Cross-object state**: a behavior's variables *are* the properties of its object, so another graph reads and writes them with `Object by name` → `Get property` / `Set property`. That is how the example game keeps one coin counter for the whole run. - **Mouse**: the Game tab feeds the pointer to the world in world units. `On click` fires for the behavior whose owner was hit – colliders decide when there are any, otherwise the sprites and texts of the owner and everything below it, so a button made of a box plus a label works as one. A switched-off screen cannot swallow clicks. A behavior **without an owner** has no shape that could be hit, so it takes every click inside the camera frame instead (the `world x`/`world y` outputs say where) – that is the "click anywhere" listener. - **Idiomatic movement** (the demo's "Mover", five nodes): `On update → Move(Owner, dx = Axis input.x, dy = Axis input.y, scale = Get variable speed, dt = On update.dt)`. - **Idiomatic platformer** (the example game's "Player"): `On update` adds `gravity · dt` to a `vy` variable and moves the owner by `(axis.x · speed, vy)` with *Collide with solids* on; `blocked y` while falling means standing, so `vy` goes back to 0 and `onGround` becomes true; `On key down (Space)` sets `vy = −jumpSpeed` when `onGround`. - **Editing**: right-click the canvas for the searchable palette, drag port → port to connect (types are checked; a data input holds one link and is replaced), drag nodes, right-click a node or port to delete/disconnect, `Delete` removes the selected node, wheel zooms, dragging the empty canvas pans. Everything is undoable. - **Header bar** (the same one the Texture tab has): the behavior picker, **Add node…** (the palette, dropping the node in the middle of the view – the right-click nobody finds), **Fit**, and the size of the graph as "N nodes · M links". - **Selection-following, not selection-bound**: selecting a behavior asset, a placed behavior or one of its nodes shows that graph; a selection about anything else (a sprite, nothing at all) leaves the tab on the behavior you were editing, because checking a sprite's position must not empty your work. Only a behavior that no longer exists is dropped, and then the tab falls back to another one – the picker is how you switch on purpose. - **Live view**: Play always switches to the Game tab; switch to Graph while playing and the exec edges and nodes that just ran light up – the same canvas draws editor and game, so this costs nothing extra. - **Runtime**: `BehaviorSystem` creates one `GraphInterpreter` per behavior entity; graphs only touch world entities. A runaway loop throws after 1000 steps and stops play with a notice. **Editor symbols are always on top.** The viewport draws scene content (sprites) in an `objects` layer and editor symbols (camera icon, labels) in an `overlay` layer above it, so a sprite can never hide a symbol regardless of z or hierarchy order. **Z-order is part of the position.** `position.z` is the draw order of a scene object: higher `z` is drawn on top; objects with equal `z` keep their hierarchy (tree) order. It is edited in the inspector next to X/Y, undoable like any move, and applies in edit and play mode alike. **Hierarchy (parenting).** Every scene object may have a parent in the same scene (`SceneObject.parentId`). Positions – including `z` – are **local to the parent**; the world position is the sum along the chain (`src/core/model/hierarchy.ts`). Children move with their parent and are removed with it (also when the parent's asset is deleted); undo brings the whole subtree back. Re-parenting keeps the world position by recomputing the local one, and cycles are rejected. In the **Scene objects** panel children are indented below their parent; drag a row onto another row to parent it, onto the empty space below the rows (or right-click → Unparent) to move it to the top level; the inspector offers the same as a **Parent** menu. Rows with children **fold**: click the chevron (or press ←/→, or double-click the row) to open and close a subtree, right-click → **Expand all** / **Collapse all** for the whole scene. A scene opens fully collapsed – which rows are open is view state of the panel, never stored in the project – and selecting an object anywhere (viewport, `Add collider`, `Create container`) unfolds the way down to it and scrolls it into view, so a selection is never hidden. In play mode entities carry the same `parent` link: moving a parent entity moves its subtree, `Destroy` removes it. `Get position` exposes both the local and the world coordinates. **Editor offset (scene view only).** Every scene object additionally carries an `editorOffset` – an x/y shift of where it is *drawn, selected and dragged* in the Scene tab, and nothing else. The game, collisions and the graph never see it; it is there to pull apart objects that sit on top of each other, such as the stacked title/win/lose screens of a game. It cascades like a position (offsetting a container offsets its content) and is edited in the inspector below X/Y/Z, undoable, with ↺ back to 0. It belongs to the placed object, so `Create container` and placing a container never carry it into the template. ## Colliders and collisions A **collider** is an asset (`shape` box/circle, `width`/`height` or `radius`) placed like any other object – typically as a child of the sprite it belongs to, so its position is the offset from that *body* and it moves with it. Right-click an object in **Scene objects** (or press **+ Add collider** in its inspector) to get one with one click: a box collider sized like the sprite, parented at its centre. Colliders can be reused across objects, overridden per instance and stacked (hitbox + hurtbox on one sprite; colliders of the same body never collide with each other). They are editor symbols: green outlines in edit mode, invisible in play mode. Play runs a `CollisionSystem` (`src/runtime/systems/CollisionSystem.ts`) before the behaviors: every frame it tests all collider pairs (world positions applied; touching edges do not count) and sorts them into *enter*, *stay* and *exit*. Detection never pushes anything apart. A behavior receives `On collision enter/stay/exit` for the colliders of its **owner** (its parent; itself when top-level): the outputs are `other` (the other body), `other collider` and `collider` (the own one). `Is touching(a, b)` answers the same question on demand – an object stands for its collider children, a collider for itself. The geometry lives in `src/core/properties/collider.ts` so editor and runtime agree on it. **Blocking** is opt-in per movement: the `Move` node has a **Collide with solids** setting (default off). When enabled it moves an object one axis at a time and, after each axis, pushes its *solid* colliders back to just touch any solid collider they ran into – so the other axis still moves and the object slides along walls. Its `blocked x` / `blocked y` outputs tell which axes hit (always `false` with the setting off). A collider with **Trigger (no blocking)** enabled (`isTrigger`, drawn amber instead of green) still produces collision events but never blocks. An overlap that already exists is never resolved (no jolt when objects start stacked or inside a wall) but also never deepened, so such an object can always leave. A move longer than the thinnest collider involved is split into sub-steps – a fast object cannot jump across a thin wall and end up on the other side. Colliders of the moving object and of anything parented under it travel with it and cannot block it. `Move` without the setting and `Set position` ignore colliders entirely. ## Textures A sprite is a coloured box until it is given a picture. The picture is a **texture asset**, and the sprite points at it through the ordinary property `texture` — which is the whole design: because it is an ordinary property, instance overrides, **Apply to container**, **Reset to asset**, undo and `Set property` work on it without a single line written for them. One coin instance can wear a different picture than its nine siblings, and swapping a texture at runtime is a graph node that already exists. **Getting an image in.** Three ways, all ending in the same import: **+ → Texture** in the asset panel, **dropping image files onto the canvas**, or **Ctrl+V** pasting one. Several files at once are imported one after another; a file that fails does not stop the rest. **Where it goes.** The image is uploaded as raw bytes to `POST ?r=textures` and stored as `data/textures/{sha256}.{ext}` — the file is named after its own content. That name buys four things: the same picture uploaded twice is one file, a stored file can be cached forever (a name cannot come to mean different bytes), the project document holds a short string instead of megabytes of base64, and deleting a texture asset is undoable for free because nothing on disk is removed. The price is that files outlive the projects that referenced them. **Colour tints the picture.** `color` multiplies the texture, so it defaults to **white** (= no tint) and a picture shows its own colours. Tinting is worth having: one white coin picture becomes ten differently coloured coins, per instance, for nothing. Without a texture `color` is simply the fill of the box, as before. **`filter`** is the texture's only property: *Smooth* (default) or *Pixel art*, which is the difference between crisp and mush when a small image is scaled up. Switching it needs a `style.update()` on the texture source, not just the assignment: Pixi's `scaleMode` setter writes the filters but leaves the style's cached resource id in place, and that id is the key the GPU sampler is looked up under — so without it the picture only changes on a reload. ### Frames — cutting a sheet up The **Texture tab** shows one texture with its **frames** on top: named rectangles in image pixels. Drag on empty picture to cut one, drag it or its eight handles to adjust it, and edit the exact numbers in the inspector; `Delete` removes the selected frame. **Slice…** cuts a regular grid at once — you give columns and rows (not a cell size: everyone knows how many tiles their sheet has, and deriving the cell size from the picture cannot disagree with it), with optional offset and spacing for padded sheets, and the dialog says how many frames of what size the numbers would produce before it commits. A sprite then wears **a frame instead of the whole picture** — but through the *same* property. `texture` holds either a texture id (the whole image) or a frame id, because frame ids come from the same generator and are unique across the document. That is what keeps one picker, one property and one set of instance overrides, and what makes every sprite written before frames existed still mean exactly what it meant. The picker lists each sheet followed by its frames as "Sheet / Frame", and it is searchable, because one sliced sheet adds an entry per cell. Frames are intrinsic data on the texture, like a scene's objects and a behavior's graph — not properties, since nothing about them is overridable per instance. All edits go through commands, so cutting, dragging, slicing and re-slicing are undoable, and one drag is **one** undo step. Deleting a frame leaves the sprites pointing at it: a dangling reference draws the plain colour and comes back by itself on undo. Deleting the whole texture counts the sprites wearing *any* of its frames, not just the ones naming the texture directly. **Fitting the sprite to the picture.** The *Width* and *Height* rows of a sprite carry a ↔ / ↕ button that sets that one side from the other and the picture's proportions — the frame's rectangle when it wears a frame, the whole image otherwise. Like ↺ and ↑ the buttons exist only when they would do something: no picture, an image not yet measured, or a sprite already in proportion means no button at all. Fitting is an ordinary property write, so on an object it becomes an override and it is one undo step. The comparison has a relative tolerance rather than being exact — of the 40 000 picture sizes up to 200 × 200, 3135 do not survive the round trip through a division, and an exact test would leave the button standing after its own click. Rendering a frame is a texture matrix on the fill, not a Pixi sub-texture — a Graphics fill ignores a `Texture`'s `frame` (measured, see `viewport/textureFill.ts`). One consequence is worth having: a sheet stays **one** GPU upload however many frames of it are on screen. **Nothing ever breaks on a missing picture.** While an image loads, and for a reference that dangles because the texture was deleted, the sprite draws its plain colour — exactly what it looked like before textures existed. So there is no placeholder, no flicker and no error path. Deleting a texture warns how many sprites reference it (a texture is never *placed*, so counting placed instances would report "unused" for a picture a dozen sprites are showing). **Limits.** nginx caps request bodies at 1 MB, so the editor shrinks images over 2048 px per side and re-encodes to WebP when they are still too big — but an image that already fits is uploaded byte for byte, because re-encoding pixel art would destroy it. Anything still too large is refused with a clear message instead of a broken upload. The server accepts PNG, JPEG, WebP and GIF, deriving the type from the content rather than from anything the client says, and rejects images over 8192 px per side. ## Screens without scene switching A **screen** (title, win, lose, a pause overlay) is just a container whose `enabled` is switched on and off. It keeps working while it is off in one important way: `Object by name` still finds it, so a graph can switch it back on. A behavior inside a disabled screen has no interpreter yet – it gets one, and its `On start`, the moment the screen is switched on, which makes "the screen initialises itself when shown" the default. Its variables survive being switched off and on again. A switched-off object is hidden in the Scene tab as well, so the editor shows what the game shows; it stays listed in the hierarchy panel, which is where it is selected and switched back on. `Restart game` throws the run away and starts the scene again from the saved model – what the "Play again" buttons of the example game do. ## Stack - **PixiJS v8** – rendering and pointer events. No game engine; runtime systems live in `src/runtime/`. - **Own canvas widget toolkit** (`src/ui/`) – panels, buttons, lists, text/number/color fields, popups. The only DOM element is a hidden `` used as a keyboard bridge (IME, mobile keyboard, clipboard) while a canvas text field is focused. Menus read as lists: entries are left-aligned and scroll once they pass 320 px instead of running off the screen. A menu that grows with the project – the parent picker lists every object of the scene – is opened with `{ searchable: true }`, which puts a filter box above the entries (Enter takes the first match). A field that opens a menu is a `Dropdown`: value flush left, chevron drawn flush right rather than written into the label. Every label that can be wider than its control is cut with an ellipsis (`truncate` in `Label.ts`, shared by `Label`, `ListRow` and `Button`). A `Button` keeps the full text and measures from it – only what is drawn is shortened – and a subclass that puts something else inside the control takes its room off `labelSlot()`, so a long value is cut rather than run underneath the chevron. Given a `width`, a button is exactly that wide and truncates instead: the tab-bar buttons and the Graph and Texture pickers keep their size whatever they show. The padding is an inset rather than a claim, so a 24 px icon button spends it on the glyph instead of truncating it away; a button that switches between label forms (`↺` and `↺ ▾`) asks for `minWidth` and grows. `__gm.textOverflows()` guards the whole class of bug: it reports any visible text drawn wider than the widget owning it, `__gm.labelsDropped()` guards the other direction – a button too narrow to draw any of its label – and `__gm.graph.pickerWidth()` / `__gm.texture.pickerWidth()` catch a picker that resizes itself around its content (e2e step 14). - **Vite + TypeScript**, **Vitest** for the pure core. - **PHP 8** JSON API (`api/`) storing one JSON file per project in `data/projects/`, with atomic writes and an integer revision that rejects stale saves (HTTP 409). ## Layout ``` web/index.html Vite source page (dev) index.html built page (generated, served) src/core/model/ Project (object holders), Asset, SceneObject, hierarchy, walk (generic parent/child walks), container templates src/core/properties/ PropertySchema, resolve (the only override merge), collider/camera/text geometry, enabled src/core/commands/ undoable commands, CommandStack, SetBagValueCommand base, require.ts (validated lookups), naming.ts src/core/graph/ graph model, NodeRegistry/NodeContext/values, interpreter; nodes//.ts src/core/store/ serialize (untrusted JSON → Project), HttpProjectStore src/runtime/ World, Entity, System interface, Input tracker, CollisionSystem, BehaviorSystem src/ui/ widget toolkit (generic, knows nothing about assets) src/viewport/ WorldViewport base + SceneViewport/GameViewport, view (transforms), items (what to draw), symbols (how to draw it) src/editor/ App → Editor (layout + ticker), PlaySession (the run), ProjectSession (load/create), state, actions, shortcuts, debugHook, autosave src/editor/inspector/ Inspector panel, field factory, previewHandlers (scrub → preview → command), one section per selection kind (asset/object/node) src/editor/panels/ AssetPanel, HierarchyPanel, Toolbar src/editor/graph/ GraphEditor (header + picker), GraphCanvas, NodeView, NodePalette api/ PHP backend data/projects/ persisted projects tests/ Vitest unit tests tools/ seed-*, e2e (steps in tools/e2e/), smoke-jumprun, lib/ ``` The toolbar's right edge shows the frame rate (frames counted over a 0.5 s window, updated twice a second) in edit and play mode alike; `__gm.fps()` exposes the same number to tests. Rules that keep it organised: `core/` imports nothing from other layers; `ui/` never sees assets; position exists only on scene objects; overrides are merged in exactly one place (`core/properties/resolve.ts`); the inspector is generated from `PropertySchema` – a new property is one schema line; a new node is one file **plus a row in the table in `tests/core/node-catalog.test.ts`**, which fails if a node has no case. Comments state contracts and reasons, not what the code does: a `/** */` on every export whose name does not say it all, `//` only for a decision or gotcha. ## Development Node 22 is required (on this machine: `PATH=/opt/node22/bin:$PATH`). ```bash npm install npm run dev # http://localhost:5175/game-maker/dist/ – API calls are proxied to production npm test # unit tests (core) npm run typecheck npm run lint # ESLint, type-aware; --fix for the fixable half npm run format # Prettier over src, tests and tools npm run check # typecheck + lint + format:check + tests, what CI would run npm run build # writes dist/ and regenerates index.html node tools/seed-e2e.mjs && node tools/e2e.mjs # 140 editor checks, screenshots in /tmp/gm-e2e-*.png node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs # the example game, played end to end ``` **Prettier owns the formatting** (110 columns, single quotes, `.prettierrc.json`); Markdown is excluded because it pads table cells to equal width. ESLint therefore only ever means "this is a mistake", never "this looks different": `eslint-config-prettier` switches every stylistic rule off, and what is left is type-aware – unnecessary conditions, floating promises, duplicate imports, base-to-string. Where a rule fires on something deliberate, the disable comment states why (the `Log` node's `console.log`, a guard against untyped test hooks). Each script writes to its own project (`tools/lib/projects.mjs`): the **fixture** project is rewritten by every e2e run and the **jump-run** project by its seeder. The **playground** project is the author's own and is maintained in the editor – every tool refuses to touch it. The e2e run is a list of steps in `tools/e2e/` (hierarchy, inspector, play, assets, drawing, graph, parenting, colliders, containers, text/enabled, menus, textures, frames, overflow, aspect) that build on each other's scene state and share the CDP driver in `tools/lib/harness.mjs` – `press`, `undo`, `play`, `object(id)`, `world()`, `mutate(js)` and friends, so a check reads like the interaction it exercises. **The example game** (`tools/seed-jumprun.mjs`, project *Jump and Run*) is a complete little platformer built only from assets, containers and graphs: a title screen with a clickable Start button, a level of boxes with ten coins, gravity and jumping, a two-minute clock in the HUD, and a win / lose screen with "Play again". A coin is a container of its own (sprite plus trigger collider) placed ten times inside the level container – nested containers expand on placement, and picking one up destroys the container, not just the sprite the collider reported. `tools/smoke-jumprun.mjs` plays it in a headless browser (start, jump, collect, win, restart, lose) – it is the regression test for everything screens, text, mouse and platformer physics need. The workspace folder itself is what nginx serves, so `npm run build` is the deployment. ## API All routes go through `api/index.php?r=…` (the site's nginx does not pass `PATH_INFO`). | Method | Route | Body → Result | |---|---|---| | GET | `projects` | `[{id,name,revision,updatedAt}]` | | POST | `projects` | `{name}` → project document (201) | | GET | `projects/{id}` | `{id,name,revision,updatedAt,project}` | | PUT | `projects/{id}` | `{revision, project}` → `{revision,updatedAt}` or **409** `{revision}` when stale | | DELETE | `projects/{id}` | 204 | | GET | `textures` | `[{file,bytes,updatedAt}]` | | POST | `textures` | **raw image bytes** → `{file,width,height,bytes}` (201) | | DELETE | `textures/{file}` | 204 | Uploads send the bytes as the body rather than `multipart/form-data`: no boundary parsing in PHP, and PHP's `upload_max_filesize` (2 MB) never applies — only `post_max_size`. The stored files are served statically from `data/textures/`, so reading an image never runs PHP. There is no authentication yet; `data/` is world-readable. Both are phase-2 topics. ## Keyboard `Ctrl+Z` / `Ctrl+Shift+Z` / `Ctrl+Y` undo/redo · `Delete` remove selection · `Ctrl+G` create container from the selection · `Ctrl+Enter` play · `Esc` stop · `Ctrl+V` import an image from the clipboard as a texture (ignored while a text field has focus) · `Tab` cycles fields · number fields: drag to scrub (`Shift` ×10, `Alt` ×0.1, snapping to the grid of that increment, so a step-1 field lands on whole numbers), `↑`/`↓` step, shown with three decimals (`ui/math.ts`, `NUMBER_DECIMALS`) so a fractional value never reads as a whole number — except where the value is integral by nature (frame rectangles, the slice dialog), which set `NumberField`'s `decimals: 0` and show plain whole numbers · viewport: wheel zooms, middle-drag or `Shift`+drag pans, drag on empty space rubber-bands, `Ctrl`-click toggles an object in the selection (hierarchy rows too). ## Not yet Editing a container's template directly (today changes reach it only via **Apply to container** from an instance), reordering the hierarchy, several scenes in one run (a `Load scene` node – screens are containers today), sound, auth, touch-optimised layout, graph comments/groups. A frame is always stretched to the sprite's `width` × `height`: no animation (nothing steps through a sheet's frames yet) and no nine-slice. ↔ / ↕ fit the proportions, but nothing sets a sprite to the picture's pixel size outright. Slicing cuts a regular grid only — no detection of where the sprites actually sit on the sheet. Unreferenced image files are never collected.