Scrubbing a number in the inspector and dragging a colour stop of a gradient told the editor about every input. Pixi repeats each pointer move shortly after, so both gestures paid for two previews per move. The issue asked to measure first and to build only from 10 % per move. The measurement showed about 50 %. - previewingHandlers still writes the model on every input but requests the preview through a FramePreview of its own. The commit cancels a waiting preview first. - The preview handler of the GradientBar in shapeSection.ts does the same. - Wider than the issue describes: the row handlers also serve typing, the arrow keys and the colour picker. All of them preview once per frame now. Measured on stein2, fixture project with 120 extra objects, 120 moves 8 ms apart, three runs each: - Scrub: 236 project events before, 51 to 61 after. 45 to 50 ms per move before, 22 to 27 after. - Colour stop: 238 project events before, 50 to 51 after. 44 to 49 ms per move before, 22 after. - One preview still costs 13 to 17 ms. That price per frame is what remains. Finding, not fixed here: in the pixel art tab the palette colour and the opacity of a layer still preview on every input (PixelArtSide.ts), and so do the head fields of the curve tab. Neither was measured. Tests: - Gate: 198 files, 2907 tests (2903 + 4), exit 0 - e2e, full run: 1616 checks passed (1615 + 1), exit 0 - Smokes: 24 / 19 / 21, exit 0 - Four new unit tests in tests/editor/frame-preview.test.ts, two for a row and two for a colour stop - One new e2e check in module 02: a held scrub gave 10 project events in 12 frames, and the value is there before the release - Four unit counter-probes fail, 1 to 2 tests each. They ran on stein2, not in the container. - The browser counter-probe fails the new check with 50 events in 16 frames Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
95 lines
6.8 KiB
Markdown
95 lines
6.8 KiB
Markdown
# Game Maker
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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/game-maker/> · Widget playground: <https://nockal.com/game-maker/?playground>
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**The documentation is the wiki:** <https://git.nockal.com/meleki/game-maker/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, container, clip area, texture, vector art, pixel art, palette, animation,
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curve, tile, tilemap, state machine, shader, font, sound, particles) with properties and no
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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/game-maker/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, 1616 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 runner – 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/game-maker/wiki/Development).
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## Documentation
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| Page | What it covers |
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|---|---|
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| [Concepts](https://git.nockal.com/meleki/game-maker/wiki/Concepts) | Assets, scene objects, overrides, play mode, the camera, the console |
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| [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 |
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| [Scenes](https://git.nockal.com/meleki/game-maker/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/game-maker/wiki/Scene-editing) | Placing, z-order, hierarchy, the editor offset |
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| [Behaviors](https://git.nockal.com/meleki/game-maker/wiki/Behaviors) | Node graphs: variables, the node set, structs and lists, loops, nesting, editing |
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| [Structs](https://git.nockal.com/meleki/game-maker/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/game-maker/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/game-maker/wiki/Physics) | Rigidbodies, the collider material, gravity, the fixed step |
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| [Textures](https://git.nockal.com/meleki/game-maker/wiki/Textures) | Images, frames, nine-slice, the filter, upload limits |
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| [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 |
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| [Pixel art](https://git.nockal.com/meleki/game-maker/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/game-maker/wiki/Fonts) | Font assets, the picker, what a text falls back to |
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| [Sounds](https://git.nockal.com/meleki/game-maker/wiki/Sounds) | Sound assets and `Play sound` |
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| [Animations](https://git.nockal.com/meleki/game-maker/wiki/Animations) | Animation assets and the Animation tab |
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| [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` |
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| [Shaders](https://git.nockal.com/meleki/game-maker/wiki/Shaders) | Shader graphs a sprite wears, their node set, the properties they declare |
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| [Particles](https://git.nockal.com/meleki/game-maker/wiki/Particles) | Particle graphs: a particle as a function of its age |
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| [State machines](https://git.nockal.com/meleki/game-maker/wiki/State-machines) | The asset, named transitions, `State branch`, `Set state` and `State transition` |
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| [Containers](https://git.nockal.com/meleki/game-maker/wiki/Containers) | Templates, instances, screens |
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| [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 |
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| [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 |
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| [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 |
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| [Keyboard](https://git.nockal.com/meleki/game-maker/wiki/Keyboard) | Every shortcut |
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| [Architecture](https://git.nockal.com/meleki/game-maker/wiki/Architecture) | Stack, source layout, the rules that keep it organised |
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| [Development](https://git.nockal.com/meleki/game-maker/wiki/Development) | Commands, the e2e suite, the example games, CI |
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| [API](https://git.nockal.com/meleki/game-maker/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/game-maker/issues>. What is not
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there yet is listed on the wiki's [Home](https://git.nockal.com/meleki/game-maker/wiki) page.
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