A recording made while switching between tabs had stretches without the video item and without its sound, and in between the video stood for several frames. Two things went wrong behind another tab. - A player opened there got no first picture. It waited for requestVideoFrameCallback, which Chrome never calls behind a tab. A recording not in real time then waited 3 s per frame and took it without the video. Now the player takes its first picture as soon as it has data while the tab is hidden. - The span of a picture was learnt from steps that skipped pictures. After a time behind the tab it learnt 0.133 s instead of 1/30 s, left out seeks within that span and never corrected it. Now it learns only from steps where the time sought moved at most half a step, so no picture can lie between them. - Behind the tab a seek forgets which picture shows but keeps the span. A landing without a frame counts as the same picture only once the tab has been in front for 500 ms. Found in the user's recording 7ea9146b: 5363 frames, all 1/60 s apart, with the video missing at 10.63 s (8 frames), 43.17 s (5 frames) and 46.93 s (28 frames), and the sound gone with it. Tests: - Unit tests/viewport: 377 green, 4 new or rebuilt. With the old rule and the first picture only by requestVideoFrameCallback both new tests go red. - e2e 68 on melektaus-atx: ALL PASSED, 21 checks. New 68l: a video item that begins behind another tab has its colours exactly, and a tab switched every 350 ms gives colour changes at 0/30/60/90. - One run in five with switches had a change one frame late, so the check allows one frame either way. - Gate on melektaus-atx: green, 311 files, 4824 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
100 lines
7.5 KiB
Markdown
100 lines
7.5 KiB
Markdown
# Feuerwerk
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[](https://git.nockal.com/meleki/feuerwerk/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/feuerwerk/> · Widget playground: <https://nockal.com/feuerwerk/?playground>
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**The documentation is the wiki:** <https://git.nockal.com/meleki/feuerwerk/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/feuerwerk/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, 2088 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/feuerwerk/wiki/Development).
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## Documentation
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| Page | What it covers |
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| [Concepts](https://git.nockal.com/meleki/feuerwerk/wiki/Concepts) | Assets, scene objects, overrides, play mode, the camera, the console |
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| [Accounts](https://git.nockal.com/meleki/feuerwerk/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/feuerwerk/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/feuerwerk/wiki/Scene-editing) | Placing, z-order, hierarchy, the editor offset |
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| [Behaviors](https://git.nockal.com/meleki/feuerwerk/wiki/Behaviors) | Node graphs: variables, the node set, structs and lists, loops, nesting, editing |
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| [Structs](https://git.nockal.com/meleki/feuerwerk/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/feuerwerk/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/feuerwerk/wiki/Physics) | Rigidbodies, the collider material, gravity, the fixed step, joints |
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| [Textures](https://git.nockal.com/meleki/feuerwerk/wiki/Textures) | Images, frames, nine-slice, the filter, upload limits |
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| [Vector art](https://git.nockal.com/meleki/feuerwerk/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/feuerwerk/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/feuerwerk/wiki/Fonts) | Font assets, the picker, what a text falls back to |
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| [Sounds](https://git.nockal.com/meleki/feuerwerk/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/feuerwerk/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/feuerwerk/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/feuerwerk/wiki/Songs) | Songs, their tracks and items, routing, recording, playing one from a game |
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| [Animations](https://git.nockal.com/meleki/feuerwerk/wiki/Animations) | Animation assets and the Animation tab |
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| [Curves](https://git.nockal.com/meleki/feuerwerk/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/feuerwerk/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/feuerwerk/wiki/Particles) | Particle graphs: a particle as a function of its age |
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| [State machines](https://git.nockal.com/meleki/feuerwerk/wiki/State-machines) | The asset, named transitions, `State branch`, `Set state` and `State transition` |
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| [Containers](https://git.nockal.com/meleki/feuerwerk/wiki/Containers) | Templates, instances, screens |
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| [Tiles](https://git.nockal.com/meleki/feuerwerk/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/feuerwerk/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/feuerwerk/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/feuerwerk/wiki/Keyboard) | Every shortcut |
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| [Architecture](https://git.nockal.com/meleki/feuerwerk/wiki/Architecture) | Stack, source layout, the rules that keep it organised |
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| [Development](https://git.nockal.com/meleki/feuerwerk/wiki/Development) | Commands, the e2e suite, the example games, CI |
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| [API](https://git.nockal.com/meleki/feuerwerk/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/feuerwerk/issues>. What is not
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there yet is listed on the wiki's [Home](https://git.nockal.com/meleki/feuerwerk/wiki) page.
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