adminandClaude Opus 5.5 0684e76dc5
feuerwerk / gate (push) Successful in 5m46s
feuerwerk / suite (push) Successful in 19m14s
Let the agent draw pixel art and vector art (#429)
Stage 5c of the MCP work. The agent could place sprites and edit
graphs, but it could not draw: pixel art, palettes and vector art had
no commands in its catalog. Two new areas bring 29 commands, so the
catalog now holds 144.

- pixelart (13): paint, layers (add, copy, remove, change, move,
  merge down), frames (add, also as a copy, remove, move), canvas size
  with an anchor, palette colors set and removed.
- paint_pixels edits one layer on one frame. Its steps run in order:
  rows (a small picture as characters, a space keeps the pixel),
  pixels, line, rect, ellipse, fill, clear. An index the palette does
  not have, a pixel off the canvas and an unknown character are
  refused.
- vectorart (16): shapes from rings or as rect and ellipse, outline,
  style (fill, opacity, gradient or image fill, stroke), move, scale,
  rotate and flip, copy, remove, combine, rename, order, move into
  groups, group, layers.
- get_asset gives the palette of pixel art as colors. Up to 16384
  pixels over all layers and frames each layer comes as rows, above
  that only the number of painted pixels. Palette and vector colors
  come as #rrggbb.
- Merge down, canvas size and removing a color are now builders in
  pixelActions.ts. The panel and the agent share the same code.
- Color and point helpers moved into catalog/shared.ts, and graphs.ts
  uses them too.

Found while testing:

- The ellipse tests only checked the four extreme points, which stay
  right even with wrong handle lengths. The test now checks that every
  point of the drawn curve lies on the ellipse.

Tests:

- agent-drawing (new, 9) and the other agent, pixel and relay tests:
  133/133.
- 7 mutations, all red in the matching test.
- e2e 71 on melektaus-atx: 24/24. New check: the agent's pixel art
  opens in its tab, reads back as rows, and its cel is on the server
  after saving (status 200).
- Live in a test project: an 8x8 sprite and a copied second frame
  read back as painted, a rotated square and a radial gradient disc
  with their corners where computed.
- Gate on melektaus-atx: CHECK EXIT 0, 322 files, 4978 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 16:59:08 +02:00
2026-09-13 10:35:16 +02:00

Feuerwerk

feuerwerk

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: https://nockal.com/feuerwerk/ · Widget playground: https://nockal.com/feuerwerk/?playground

The documentation is the wiki: https://git.nockal.com/meleki/feuerwerk/wiki: every concept, node, tab and shortcut, plus the architecture and the development workflow. This file is the short way in.

In one screen

  • An asset is a named, typed thing (scene, camera, sprite, text, behavior, variables, struct, collider, rigidbody, joint, container, clip area, texture, vector art, pixel art, palette, animation, curve, tile, tilemap, state machine, shader, shader function, font, sound, sound FX, instrument, pattern, song, bus, video, composition, particles) with properties and no position.
  • A scene object places an asset: position, sparse overrides of its properties, an optional parent. Only what differs from the asset is stored; the inspector paints it gold and offers ↺ / ↑.
  • A container is a reusable group edited once and placed many times; its content is resolved from the template on every read. A screen is a container switched on and off.
  • A behavior is logic as a node graph, placed like anything else and parented to the object it acts on. Play has no built-in behaviour: everything that happens is a graph.
  • An account owns projects: the editor asks for a user name and a password first, and each account sees only its own projects. The Account menu at the far right of the toolbar changes the password and signs out.
  • Play runs a throwaway copy of the project; every panel stays usable and Stop brings back exactly what was saved. Release… shares a link that plays the saved game on its own, without the editor and without signing in.

Quick start

Node 22 is required.

npm install
npm run dev          # http://localhost:5175/; API and data calls are proxied to production
npm run check        # typecheck + lint + format:check + unit tests; the gate CI runs too
npm run build        # writes dist/ and regenerates index.html; the folder is what nginx serves

The browser suite and the three example games need a machine with a GPU:

node tools/seed-e2e.mjs && node tools/e2e.mjs      # the editor, 2090 checks (GM_STEPS=20 for one step)
                                                   #   every tool signs in first; see the Accounts page
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
node tools/seed-actor.mjs && node tools/smoke-actor.mjs

Every push runs all of it on the Gitea runners: the gate as one job, build and suite as another beside it. So locally take the gate plus the step your change touches and leave the full run to CI. Details, the GPU requirement and the detached runner are in Development.

Documentation

Page What it covers
Concepts Assets, scene objects, overrides, play mode, the camera, the console
Accounts Signing in and out, the accounts, who a project belongs to, what the check tools need
Scenes The edited scene, the start scene, and switching scenes from a graph
Scene editing Placing, z-order, hierarchy, the editor offset
Behaviors Node graphs: variables, the node set, structs and lists, loops, nesting, editing
Structs Struct assets: a named shape that struct variables, fields and Pack/Expand follow
Colliders Shapes (box, circle, capsule, polygon), collision events, blocking movement, one-way colliders and raycasts
Physics Rigidbodies, the collider material, gravity, the fixed step, joints
Textures Images, frames, nine-slice, the filter, upload limits
Vector art Pictures drawn from shapes: the pen, curves, gradients and texture fills, combining shapes
Pixel art Pictures painted pixel by pixel: the palette, the tools, layers and frames
Fonts Font assets, the picker, what a text falls back to
Sounds Sound assets and clips, Play sound, buses and the Master routing, sound FX
Instruments Instruments as node graphs, Chips and presets, the keys of the Instrument tab, Play note
Patterns Patterns and the piano roll, playing one in a loop or from a game
Songs Songs, their tracks and items, routing, recording, playing one from a game
Videos Video assets and clips, wearing one on a sprite, recording the game view or the editor
Animations Animation assets and the Animation tab
Curves Easings drawn by hand, the Curve tab, using one on a key or a Lerp
Shaders Shader graphs that sprites, texts, particle fields and cameras wear, their node set, passes, shader functions
Particles Particle graphs: a particle as a function of its age
State machines The asset, named transitions, State branch, Set state and State transition
Containers Templates, instances, screens
Compositions Objects, videos and sounds laid out in time, the Composition tab, playing one in a game
Tiles The tile asset, plain tiles and the two autotile kinds, the pictures as animation steps, the Tile tab
Tilemaps The tilemap asset, painting in the scene view, layers, what it looks like in the game
Plugins Extending the editor: the plugin file, how it is loaded, switching one on and off, API v1
Keyboard Every shortcut
Architecture Stack, source layout, the rules that keep it organised
Development Commands, the e2e suite, the example games, CI
API The PHP JSON API and the project document

Ideas, gaps and bugs

They live in the issue tracker: https://git.nockal.com/meleki/feuerwerk/issues. What is not there yet is listed on the wiki's Home page.

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Description
Browser game maker: Pixi v8 canvas editor with visual behavior graphs, PHP API
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