The built-in eases cover the usual shapes, but a game often wants its own: a coin that bounces twice, a door that overshoots and settles. A new asset type holds such a curve, and keys and the Lerp node can pick it instead of a built-in ease. - New asset type "curve": points like in Vector art, x is t and y is the value. A new curve is the straight line from (0, 0) to (1, 1). - One pure evaluation in src/core/model/curve.ts serves the timeline preview, the running game and the Lerp node. - The curve always has one value per t. The end points stay at t 0 and 1, points cannot pass each other, and a handle that reaches past its neighbour is shortened along its direction. Loading a hand-edited file applies the same rules. - Curve tab: click on the line to insert a point that keeps the shape, click on free space to put one there, drag points and handles, double-click or Delete removes, Alt-click toggles round and sharp. Every step is one undo step. - Presets: all 30 built-in eases plus Linear, fitted with adaptive subdivision. Each stays within 0.4 % of the built-in ease. - Preview: a dot runs along the curve once a second, a second dot shows only the value. The Preview button stops it. - Animation keys get "Curve" under Easing with a curve picker. Lerp gets "Curve" under Ease, and its result may overshoot b. - A missing or unpicked curve runs linear. The inspector says so, the node shows it as a problem, and deleting a used curve warns with the number of keys and Lerp nodes. Tests: - ./check.sh: 180 files, 2612 tests, CHECK EXIT 0 - GM_STEPS=1-6,25,53: ALL PASSED, 309 checks - New e2e module 53 with 13 checks, all with the real mouse. Expected values come from its own Bezier evaluation. - Counter-checks bite: without Bezier evaluation 4 unit tests fail, without handle clamping 2. In the browser, a key that cannot find its curve, a click that sets no point and a handle drag that moves the point all turn checks red. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
92 lines
6.5 KiB
Markdown
92 lines
6.5 KiB
Markdown
# 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.
|
||
|
||
```bash
|
||
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:
|
||
|
||
```bash
|
||
node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1472 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](https://git.nockal.com/meleki/game-maker/wiki/Development).
|
||
|
||
## Documentation
|
||
|
||
| Page | What it covers |
|
||
|---|---|
|
||
| [Concepts](https://git.nockal.com/meleki/game-maker/wiki/Concepts) | Assets, scene objects, overrides, play mode, the camera, the console |
|
||
| [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 |
|
||
| [Scenes](https://git.nockal.com/meleki/game-maker/wiki/Scenes) | The edited scene, the start scene, and switching scenes from a graph |
|
||
| [Scene editing](https://git.nockal.com/meleki/game-maker/wiki/Scene-editing) | Placing, z-order, hierarchy, the editor offset |
|
||
| [Behaviors](https://git.nockal.com/meleki/game-maker/wiki/Behaviors) | Node graphs: variables, the node set, structs and lists, loops, nesting, editing |
|
||
| [Colliders](https://git.nockal.com/meleki/game-maker/wiki/Colliders) | Shapes (box, circle, capsule, polygon), collision events, blocking movement, one-way colliders and raycasts |
|
||
| [Physics](https://git.nockal.com/meleki/game-maker/wiki/Physics) | Rigidbodies, the collider material, gravity, the fixed step |
|
||
| [Textures](https://git.nockal.com/meleki/game-maker/wiki/Textures) | Images, frames, nine-slice, the filter, upload limits |
|
||
| [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 |
|
||
| [Pixel art](https://git.nockal.com/meleki/game-maker/wiki/Pixel-Art) | Pictures painted pixel by pixel: the palette, the tools, layers and frames |
|
||
| [Fonts](https://git.nockal.com/meleki/game-maker/wiki/Fonts) | Font assets, the picker, what a text falls back to |
|
||
| [Sounds](https://git.nockal.com/meleki/game-maker/wiki/Sounds) | Sound assets and `Play sound` |
|
||
| [Animations](https://git.nockal.com/meleki/game-maker/wiki/Animations) | Animation assets and the Animation tab |
|
||
| [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` |
|
||
| [Shaders](https://git.nockal.com/meleki/game-maker/wiki/Shaders) | Shader graphs a sprite wears, their node set, the properties they declare |
|
||
| [Particles](https://git.nockal.com/meleki/game-maker/wiki/Particles) | Particle graphs: a particle as a function of its age |
|
||
| [State machines](https://git.nockal.com/meleki/game-maker/wiki/State-machines) | The asset, named transitions, `State branch`, `Set state` and `State transition` |
|
||
| [Containers](https://git.nockal.com/meleki/game-maker/wiki/Containers) | Templates, instances, screens |
|
||
| [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 |
|
||
| [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 |
|
||
| [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 |
|
||
| [Keyboard](https://git.nockal.com/meleki/game-maker/wiki/Keyboard) | Every shortcut |
|
||
| [Architecture](https://git.nockal.com/meleki/game-maker/wiki/Architecture) | Stack, source layout, the rules that keep it organised |
|
||
| [Development](https://git.nockal.com/meleki/game-maker/wiki/Development) | Commands, the e2e suite, the example games, CI |
|
||
| [API](https://git.nockal.com/meleki/game-maker/wiki/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](https://git.nockal.com/meleki/game-maker/wiki) page.
|