Files
feuerwerk/src/runtime/Entity.ts
T
adminandClaude Opus 5.5 0334d2508d Place compositions in scenes and play them from behaviors (#417)
A composition can now sit in a scene like a container and play there.
Its items become real objects while they run, so behaviors, colliders
and events work on them as on any other object.

- A composition is placeable with its own symbol, transform and render
  layer. The scene view shows its picture at frame 0. A click on that
  picture selects the placement, not a single item.
- CompositionSystem spawns each item as an object under the placement
  when it begins, with the id <placement>~<item>. On start and the
  other events run. The object is destroyed when the item ends.
- The top track lies in front no matter which item started first.
  World.arrange() orders the entity list and the scene objects.
- Clips and driven videos follow the same rules as compositionAt().
  Loop, restart, stop and the game pause work.
- New nodes: Play composition (with restart), Stop composition and the
  event On composition finished. They were planned for step 4 but come
  now, because without autoplay nothing could play otherwise.
- The editor run ignores Play composition and says so in the log. It
  writes into the saved project, and the items would stay behind.
- contentId() moved to instance.ts. The animation system uses it for
  nested ids too.
- Compositions get no "Sort with parent" for now.

Tests: the gate passed with 301 files and 4643 tests, 18 more than
step 1. 13 of them are in tests/core/composition-play.test.ts. The
first gate run failed in event-order.test.ts, which counts the event
nodes and now finds 19. Five counter-checks each turned exactly their
test red. Two order tests stayed green without the fix at first and
were rebuilt. e2e 68 is new and passed with 5 own checks. Its
counter-check without arrange() failed as expected.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 07:06:33 +02:00

42 lines
2.0 KiB
TypeScript

import type { ENTITY_HANDLE } from '../core/graph/NodeContext';
import type { AnimationPlayer } from '../core/model/animation';
import type { AssetType } from '../core/model/AssetTypes';
import type { CompositionPlayer } from '../core/model/composition';
import type { FrameOutline } from '../core/model/frameOutline';
import type { TileEdits } from '../core/model/liveTilemap';
import type { PropertyBag } from '../core/model/Properties';
/** A live instance of a scene object; its resolved props are mutable runtime state the world mirrors back. */
export interface Entity {
/** What tells a graph this object is a live entity and not a struct value. */
readonly [ENTITY_HANDLE]: true;
id: string;
/** Scene object this entity was instantiated from (for selection highlighting). */
objectId: string;
assetId: string;
type: AssetType;
name: string;
/** Position local to `parent` (world position for top-level entities). */
x: number;
y: number;
/** Draw order, relative to the parent as well; higher is drawn on top. */
z: number;
/** For behaviors: the resolved variables (mutable state). For others: resolved properties. */
props: PropertyBag;
/** Parent entity (mirrors `SceneObject.parentId`); children move and die with it. */
parent: Entity | null;
/** The animations playing on this object; kept out of `props`, which the world writes back. */
animations?: AnimationPlayer[];
/** For a placed composition: what `Play composition` started (#417), out of `props` like `animations`. */
composition?: CompositionPlayer;
/** How often an `Emit` node has restarted this particle source; out of `props` for the same reason. */
emits?: number;
/**
* The frame a collider of the shape "Frame collision" wears (#193), looked up in the world's project on every
* call, so a changed `frame` prop or a redrawn outline counts at once. Absent outside a world.
*/
wornFrame?: () => FrameOutline | null;
/** For a placed tilemap: the cells a behavior set during the run (#135), never written back. */
tileEdits?: TileEdits;
}