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feuerwerk/README.md
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adminandClaude Opus 5.5 345289982b
game-maker / gate (push) Successful in 2m57s
game-maker / suite (push) Successful in 14m25s
Scale, turn and mirror the shapes of a vector drawing (#291)
A shape could only be moved and reshaped point by point. Whoever
wanted it larger or turned pulled every point alone, and for several
shapes or a group there was no way at all. The answers in the issue
settle the rest: the change is baked into the points, nothing of it
is remembered, and the line width stays.

- With Select the selection stands in a frame of eight squares and a
  knob, drawn like the one of the scene view. It holds one shape,
  several shapes or a group, the same selection that is dragged as
  one.
- A corner square scales from the opposite corner, a square on an
  edge in its own direction. Shift keeps the proportions, Alt scales
  about the middle.
- The knob turns round the middle of the frame, with Shift in steps
  of 15 degrees. After the pull the frame stands upright again.
- The inspector has a band TRANSFORM with X, Y, Width, Height and
  Rotate by, and the buttons Flip horizontal and Flip vertical.
- Points, handles, gradients and texture tiles are taken through the
  same matrix. The rule is a pure function in vectorTransform.ts,
  transformShapesCommand makes one undo step of any number of
  shapes.
- A press goes to a point or a handle first, then to the frame, then
  to a line. shapeFrame.ts holds where the handles are and what a
  pull of each means.

Decided here:

- The frame stands 15 pixels off the shapes. The points of a shape
  lie on its bounds, so a square on the bounds would cover them.
- The knob only turns. In the scene view it scales as well.
- A side cannot be pulled through the opposite one, the frame keeps
  at least 1 pixel.
- Coordinates are rounded to a thousandth of a pixel, so a quarter
  turn is exact.
- A texture tile stays upright under a turn and grows to the bounds
  of the turned tile. The bands of a gradient stay square to its
  axis under an uneven scale.
- The switch Scale stroke of the proposal is not built.

Found on the way:

- The inspector of a shape is now taller than the window. Two checks
  of module 47 no longer found their row or button on the screen and
  use the new hook inspectorButton, which scrolls there first.
- Not solved: with a shape at the top edge of the view the knob lies
  outside the tab. The wiki names it under the limits.

Taken over from #217: the e2e check for two selected shapes without
a group, and unit tests for the snap of the common offset and for
the gradients of the shapes dragged along.

Tests:
- Gate on melektaus-atx: 209 files, 3176 tests (3121 + 55), exit 0
- e2e 47,48 on melektaus-atx: 112 checks, all pass
- No full run and no smokes. The sum of 1664 (1660 + 4) is reckoned,
  1660 is what CI counted for 6d79cf5.
- 55 unit tests: 25 in tests/core/vector-transform.test.ts and 30 in
  tests/editor/shape-frame.test.ts
- Four e2e checks in block 47k of module 47: pull a corner, turn
  with Shift, type width and rotation, drag two shapes without a
  group
- 47 unit counter-probes and four browser counter-probes all fail
  their tests. Four of the unit ones did not at first: two showed
  dead code, which is gone, two got tests.
- Not checked in the browser: the edge squares, Alt, the cursors,
  the flip buttons and the rows X, Y and Height

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 11:20:55 +02:00

6.8 KiB
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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: https://nockal.com/game-maker/ · Widget playground: https://nockal.com/game-maker/?playground

The documentation is the wiki: https://git.nockal.com/meleki/game-maker/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, container, clip area, texture, vector art, pixel art, palette, animation, curve, tile, tilemap, state machine, shader, font, sound, 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/game-maker/dist/ – API 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, 1664 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 runner – 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
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 Play sound
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 a sprite wears, their node set, the properties they declare
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
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/game-maker/issues. What is not there yet is listed on the wiki's Home page.