A clip only hung at its track and frame and worked on whatever item it
overlapped. Moving an item left its clips behind, so they started to
animate the next item that came along.
- A clip belongs to the item that lies on its track at its start frame.
With two there, it belongs to the one in front. A clip that only
reaches into an item stays with the item before. The model does not
change, the rule is worked out each time.
- Dragging an item, also onto another track, and typing its Start in
the inspector take its clips along in the same undo step.
- Where a carried clip would land on a foreign one, the whole move
holds at the last place where everything fits, as dragging clips
already does.
- Pressing Alt during the drag moves the item alone. Alt on the press
already starts the clip band since 0648853.
- Copying an item takes its clips along with new ids. On a collision
items and clips slide on together.
- Deleting an item deletes its clips. Trimming and dragging its edges
leave them where they are.
Tests:
- tsc, eslint, Prettier clean
- Unit composition-edit 36 green (6 new), composition-sprites 11
- Without the rule 5 of the 6 new tests are red
- e2e 69 ALL PASSED, 18 checks (69n new)
- Gate on melektaus-atx green: 305 files, 4736 tests
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
100 lines
7.6 KiB
Markdown
100 lines
7.6 KiB
Markdown
# Game Maker
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[](https://git.nockal.com/meleki/game-maker/actions?workflow=ci.yml)
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A browser-based tool "one step before a game engine": create **assets** (scenes, cameras,
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sprites), place them into scenes, tweak their properties in an inspector and press **Play** –
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all in one program, all drawn inside a single WebGL canvas.
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Live: <https://nockal.com/game-maker/> · Widget playground: <https://nockal.com/game-maker/?playground>
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**The documentation is the wiki:** <https://git.nockal.com/meleki/game-maker/wiki> – every concept,
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node, tab and shortcut, plus the architecture and the development workflow. This file is the short
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way in.
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## In one screen
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- An **asset** is a named, typed thing (scene, camera, sprite, text, behavior, variables, struct,
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collider, rigidbody, joint, container, clip area, texture, vector art, pixel art, palette,
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animation, curve, tile, tilemap, state machine, shader, shader function, font, sound, sound FX,
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instrument, pattern, song, bus, particles) with properties and no position.
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- A **scene object** places an asset: position, sparse **overrides** of its properties, an optional
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parent. Only what differs from the asset is stored; the inspector paints it gold and offers ↺ / ↑.
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- A **container** is a reusable group edited once and placed many times; its content is resolved
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from the template on every read. A **screen** is a container switched on and off.
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- A **behavior** is logic as a node graph, placed like anything else and parented to the object it
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acts on. Play has no built-in behaviour – everything that happens is a graph.
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- An **account** owns projects: the editor asks for a user name and a password first, and each
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account sees only its own projects. The Account menu at the far right of the toolbar changes
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the password and signs out.
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- **Play** runs a throwaway copy of the project; every panel stays usable and Stop brings back
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exactly what was saved. **Release…** shares a link that plays the saved game on its own, without
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the editor and without signing in.
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## Quick start
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Node 22 is required.
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```bash
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npm install
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npm run dev # http://localhost:5175/game-maker/dist/ – API calls are proxied to production
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npm run check # typecheck + lint + format:check + unit tests – the gate CI runs too
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npm run build # writes dist/ and regenerates index.html; the folder is what nginx serves
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```
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The browser suite and the three example games need a machine with a GPU:
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```bash
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 2060 checks (GM_STEPS=20 for one step)
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# every tool signs in first – see the Accounts page
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node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
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node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
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node tools/seed-actor.mjs && node tools/smoke-actor.mjs
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```
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Every push runs all of it on the Gitea runners – the gate as one job, build and suite as another
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beside it – so locally take the gate plus the step your change touches and leave the full run to
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CI. Details, the GPU requirement and the detached runner are in
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[Development](https://git.nockal.com/meleki/game-maker/wiki/Development).
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## Documentation
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| Page | What it covers |
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|---|---|
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| [Concepts](https://git.nockal.com/meleki/game-maker/wiki/Concepts) | Assets, scene objects, overrides, play mode, the camera, the console |
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| [Accounts](https://git.nockal.com/meleki/game-maker/wiki/Accounts) | Signing in and out, the accounts, who a project belongs to, what the check tools need |
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| [Scenes](https://git.nockal.com/meleki/game-maker/wiki/Scenes) | The edited scene, the start scene, and switching scenes from a graph |
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| [Scene editing](https://git.nockal.com/meleki/game-maker/wiki/Scene-editing) | Placing, z-order, hierarchy, the editor offset |
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| [Behaviors](https://git.nockal.com/meleki/game-maker/wiki/Behaviors) | Node graphs: variables, the node set, structs and lists, loops, nesting, editing |
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| [Structs](https://git.nockal.com/meleki/game-maker/wiki/Structs) | Struct assets: a named shape that struct variables, fields and `Pack`/`Expand` follow |
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| [Colliders](https://git.nockal.com/meleki/game-maker/wiki/Colliders) | Shapes (box, circle, capsule, polygon), collision events, blocking movement, one-way colliders and raycasts |
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| [Physics](https://git.nockal.com/meleki/game-maker/wiki/Physics) | Rigidbodies, the collider material, gravity, the fixed step, joints |
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| [Textures](https://git.nockal.com/meleki/game-maker/wiki/Textures) | Images, frames, nine-slice, the filter, upload limits |
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| [Vector art](https://git.nockal.com/meleki/game-maker/wiki/Vector-Art) | Pictures drawn from shapes: the pen, curves, gradients and texture fills, combining shapes |
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| [Pixel art](https://git.nockal.com/meleki/game-maker/wiki/Pixel-Art) | Pictures painted pixel by pixel: the palette, the tools, layers and frames |
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| [Fonts](https://git.nockal.com/meleki/game-maker/wiki/Fonts) | Font assets, the picker, what a text falls back to |
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| [Sounds](https://git.nockal.com/meleki/game-maker/wiki/Sounds) | Sound assets and clips, `Play sound`, buses and the Master routing, sound FX |
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| [Instruments](https://git.nockal.com/meleki/game-maker/wiki/Instruments) | Instruments as node graphs, Chips and presets, the keys of the Instrument tab, `Play note` |
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| [Patterns](https://git.nockal.com/meleki/game-maker/wiki/Patterns) | Patterns and the piano roll, playing one in a loop or from a game |
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| [Songs](https://git.nockal.com/meleki/game-maker/wiki/Songs) | Songs, their tracks and items, routing, recording, playing one from a game |
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| [Animations](https://git.nockal.com/meleki/game-maker/wiki/Animations) | Animation assets and the Animation tab |
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| [Curves](https://git.nockal.com/meleki/game-maker/wiki/Curves) | Easings drawn by hand, the Curve tab, using one on a key or a `Lerp` |
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| [Shaders](https://git.nockal.com/meleki/game-maker/wiki/Shaders) | Shader graphs that sprites, texts, particle fields and cameras wear, their node set, passes, shader functions |
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| [Particles](https://git.nockal.com/meleki/game-maker/wiki/Particles) | Particle graphs: a particle as a function of its age |
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| [State machines](https://git.nockal.com/meleki/game-maker/wiki/State-machines) | The asset, named transitions, `State branch`, `Set state` and `State transition` |
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| [Containers](https://git.nockal.com/meleki/game-maker/wiki/Containers) | Templates, instances, screens |
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| [Tiles](https://git.nockal.com/meleki/game-maker/wiki/Tiles) | The tile asset, plain tiles and the two autotile kinds, the pictures as animation steps, the Tile tab |
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| [Tilemaps](https://git.nockal.com/meleki/game-maker/wiki/Tilemaps) | The tilemap asset, painting in the scene view, layers, what it looks like in the game |
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| [Plugins](https://git.nockal.com/meleki/game-maker/wiki/Plugins) | Extending the editor: the plugin file, how it is loaded, switching one on and off, API v1 |
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| [Keyboard](https://git.nockal.com/meleki/game-maker/wiki/Keyboard) | Every shortcut |
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| [Architecture](https://git.nockal.com/meleki/game-maker/wiki/Architecture) | Stack, source layout, the rules that keep it organised |
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| [Development](https://git.nockal.com/meleki/game-maker/wiki/Development) | Commands, the e2e suite, the example games, CI |
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| [API](https://git.nockal.com/meleki/game-maker/wiki/API) | The PHP JSON API and the project document |
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## Ideas, gaps and bugs
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They live in the issue tracker: <https://git.nockal.com/meleki/game-maker/issues>. What is not
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there yet is listed on the wiki's [Home](https://git.nockal.com/meleki/game-maker/wiki) page.
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