Files
feuerwerk/README.md
T
adminandClaude Opus 5.5 38e0f656be
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Successful in 10m45s
Split a struct output into one pin per field (#256)
Reading one field of a struct needed its own Expand node, even where
the graph already knows the struct type. A split output shows the
fields directly on the node, so a Find … Match test becomes a single
Equals and the wires keep running left to right.

- Right-clicking an output pin offers "Split into <Type> fields" when
  the type is known and "Split as …" for every other struct asset.
  The output is replaced by one pin per field with the field's kind.
- The type is known for typed struct variables, typed Pack/Expand,
  fields of another split and item of For each, Find, Match and Item
  at over a typed list (portSplits.ts).
- Right-clicking a field pin offers "Recombine". Splitting drops the
  edges of the whole output, recombining drops the field edges. One
  undo step brings them back.
- The split is stored as GraphNode.splits and saved with the graph.
  Copy and paste carry it along.
- Field pins follow the struct asset like a typed Expand. A new field
  gets a pin, a removed field loses pin and edge, a renamed field keeps
  its edge. Deleting the asset keeps the last fields. The delete dialog
  counts splits, so it now says "node(s)" instead of "Pack/Expand
  node(s)".
- Renaming a variable carries its split and the field edges along.
- At run time the node still produces the whole value. A field pin
  reads its field like Expand, a missing field reads as empty.
- Limits: outputs only, one level, behavior graphs only.

Tests:
- ./check.sh: 185 files, 2706 tests, CHECK EXIT 0
- e2e GM_STEPS=1-6,54,55: ALL PASSED, 303 checks
- New port-splits.test.ts with 12 tests. e2e 6z-vi with 3 checks
  using a real mouse: split Find.item, wire item.Name into the test
  and Match.item.Amount into the log (logs 7), recombine.
- Counter-checks: without field reads in the interpreter, without
  rename in the split, without moving edges on rename and without
  cleanup on field removal one unit test fails each. In the browser,
  without field reads nothing is logged and without type inference
  the split entry is missing.
- Check total in README: 1520.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 11:33:38 +02:00

6.7 KiB
Raw Blame History

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, collider, rigidbody, container, texture, vector art, pixel art, palette, font, sound, animation, state machine, shader, particles, variables, tile, tilemap) 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.

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, 1520 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.