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feuerwerk/README.md
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adminandClaude Opus 5.5 46c620ae3b
game-maker / gate (push) Successful in 2m48s
game-maker / suite (push) Failing after 13m34s
Give a behavior more ways in and out, and hear it as an event (#294)
A behavior run by another one had a single flow port at its Start
and at its End, so it could not branch for its caller. And it could
not be used as an event: a call needs a pulse at its flow input,
and the events of a called graph never fire. An input like
"Confirm" (Space or Enter) had to be built again in every graph.

- A declared port of a Start or an End node can be of the kind
  Flow. It sits above the values and shares their names, exec stays
  reserved. Only these two nodes declare one, a struct does not.
- Run behavior shows a flow port of the Start as a further flow
  input. A call arriving through it leaves the Start through the
  output of that name and not through exec.
- Run behavior shows a flow port of the End as a further flow
  output. The call goes on through the one the End was reached by
  last, and then through exec. exec fires always, as before.
- On behavior is a new event node without a flow input. The
  behavior it names runs at the node for as long as the behavior
  around it runs, with all of its own events and one set of
  variables per node.
- Its outputs are those of the End. It fires once the inner pulse
  is through, by the output the End was reached by last, exec only
  for End.exec. A pulse that never reaches the End is not seen.
- The value ports of the Start are its inputs, read anew for each
  inner pulse. The Start itself never fires there.
- It nests to any depth. Under a Run behavior it stays silent. A
  behavior hearing itself, however far round, is not started and
  the node says "A behavior cannot listen to itself".
- The palette offers every other behavior with an End once more as
  "On <name>". A node naming one without End says so.
- An On node removed while the game runs ends its behavior with On
  disable and On destroy. The sounds of the entity end only with
  the behavior placed on it.
- Renaming and deleting a declared port follows the edges at On
  behavior nodes as it does at Run behavior nodes.
- The flow outputs of the Start of a behavior placed on an object
  never fire, like its exec.
- The engine prompt of the benchmark names flow ports and On
  behavior.

Tests:
- Gate on melektaus-atx right before this commit: 215 files, 3319
  tests (3278 + 41), exit 0.
- e2e 19 on melektaus-atx: 39 checks (+4), all pass. e2e
  1-6,17-24,26,36,51: 628 checks, all pass.
- 19 unit tests in flow-ports.test.ts, 19 in on-behavior.test.ts
  on a real world, the rest in the node catalog.
- Four new e2e checks in module 19: a flow port declared by mouse
  at the End, On Confirm in the graph, the call leaving through the
  further output while playing, Enter and Space on a real keyboard.
- 19 unit counter-probes all fail their tests. One did not at first
  (a removed node kept its instance), a test was added. Two browser
  counter-probes fail their checks.
- One screenshot looked at: On Confirm with exec and pressed, the
  second flow pin at the calling node.
- The e2e sum of 1680 is counted (1676 + 4), the full suite and
  the smokes did not run.
- Not seen in the browser: flow inputs at the Start, nesting, the
  ring, values through On behavior, the palette entry. No test
  holds that the sounds of the entity go on when a heard behavior
  ends.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 19:33:34 +02:00

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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.
![](screenshot.png)
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.
```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, 1680 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 |
| [Structs](https://git.nockal.com/meleki/game-maker/wiki/Structs) | Struct assets: a named shape that struct variables, fields and `Pack`/`Expand` follow |
| [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.