# 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`, `behavior`) and typed properties. Assets have **no position**. |
| **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. |
| **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. |
| **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 (↺). |
| **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. |
| **Edit mode** | The viewport draws the project model; panels, grid, gizmos and drag-to-move are active. |
| **Play mode** | A `World` is instantiated from the active scene (one entity per scene object, resolved properties as mutable state). Systems tick it; nothing writes back. **Stop discards the world.** |
**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`. In edit
mode that frame is drawn as an outline. In play mode only that frame is rendered – fitted into
the viewport with black letterboxing – and objects outside it are culled. A scene without a
camera renders nothing in play mode. Play has no built-in behaviour (no input, no movement):
everything that happens is defined by behavior graphs.
## 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 viewport). 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.ts`): events `On start`, `On update`, `On key down/up/held`,
`On timer` · flow `Branch`, `Sequence` · data `Self`, `Owner`, `Parent`, `Object by name`, `Get/Set
variable`, `Get/Set property`, `Get position` (local and world), literals, `Add/Subtract/Multiply/Divide`,
`Min/Max/Abs/Sqrt/Clamp`, `Length`, `Distance`, `Normalize`, `Axis input` (four keys → a
normalized direction, so diagonals are not faster), `Compare`, `And/Or/Not`, `Key is down` ·
actions `Move` (dx, dy, scale, dt – connect an event's dt for per-second movement), `Set position`, `Destroy`,
`Log`, `Stop game`. A node type is one `registerNode()` call; 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.
- **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)`.
- **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.
- **Selection-bound**: the Graph tab shows the behavior the current selection refers to
(asset, placed object or node); with nothing or a non-behavior selected it is empty.
- **Live view**: Play always switches to the Scene tab; switch back 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. 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.
## 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.
- **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, property schema, resolve, commands, store – no Pixi imports
src/core/graph/ graph model, node registry + built-in nodes, interpreter (headless, unit-tested)
src/runtime/ World, Entity, System interface, Input tracker, BehaviorSystem
src/ui/ widget toolkit (generic, knows nothing about assets)
src/viewport/ scene renderer: model in edit mode, world in play mode
src/editor/ App composition, state, panels, inspector field factory
src/editor/graph/ GraphEditor (canvas), NodeView, NodePalette
api/ PHP backend data/projects/ persisted projects
tests/ Vitest unit tests tools/ e2e.mjs (CDP smoke test), seed-demo.mjs
```
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.
## 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 build # writes dist/ and regenerates index.html
node tools/seed-demo.mjs # reset the demo project to the state the e2e run expects
node tools/e2e.mjs # headless end-to-end run with screenshots in /tmp/gm-e2e-*.png
```
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 |
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+Enter` play ·
`Esc` stop · `Tab` cycles fields · number fields: drag to scrub (`Shift` ×10, `Alt` ×0.1),
`↑`/`↓` step · viewport: wheel zooms, middle-drag or `Shift`+drag pans.
## Not yet
Textures on sprites, physics/collisions, spawning from graphs, multi-select, auth, editing
while playing, touch-optimised layout, graph comments/groups.