rootandClaude Opus 5 c6f907b4e0 Make a call node say why it does nothing, and easier to place
A behavior node that cannot run looked exactly like a healthy one: no
start node, no behavior picked, a deleted behavior or a self-call were
all silently skipped. The call still had to be forgiving at runtime -- a
dangling reference must not abort a game -- so the fix is diagnosis, not
an exception: describeProblem() names the one reason, the node draws it
in red under its title, and the inspector repeats it where you pick the
behavior. A missing end node is deliberately not a problem: a call is
always synchronous, and the end node only decides which values come back.

Two ways in: a behavior dragged from the asset panel lands in the graph
under the pointer, and double-clicking a call node opens the graph it
runs. Both reuse machinery that already existed -- the asset panel
already starts the drag, and list views already report double clicks.

The e2e module needed its assets at the head of the asset list: after 18
modules the list is long enough that a newly appended row scrolls out of
view, and the press then lands on the panel behind it, starting no drag
at all. That looked exactly like a rejected drop and cost two full runs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 20:40:56 +02:00
2026-09-08 13:43:08 +02:00

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

Concepts

Term Meaning
Asset Named thing with a type (scene, camera, sprite, text, behavior, collider, container, texture) and typed properties. Assets have no position.
Texture An uploaded image. Scenes and textures are the two types that cannot be placed: a texture has no position, it is worn by a sprite through the ordinary property texture. See Textures below.
Text An asset that draws a line of text (text, fontSize, color, align) – titles, HUD readouts, button labels. Its content is an ordinary property, so Set text (or Set property) changes it while playing.
Enabled Every placeable asset has the switch enabled (default on). A disabled object is not drawn, does not collide and its behavior does not run – and neither does anything parented below it. Switching one instance off is a normal override, which makes a container a screen: switch it on to show it, off to hide it. Set enabled / Is enabled do it from a graph.
Scene object An asset placed into a scene: a link to the asset + a position (x, y, z) + sparse overrides of the asset's properties + an optional parent (another object of the scene). Scenes cannot be placed.
Container A reusable group ("prefab"): the asset holds a template of objects (asset link, local position, overrides, parent links) centred on its origin. Placing a container stores the container object and nothing else – its content is resolved from the template on every read, so a template edit reaches every instance at once. Create container turns the current selection into such an asset: the selected objects move into the template and the scene keeps one placed container at their centre (world positions unchanged). The template is edited in the Container tab (see Editing a container) or from an instance through Apply to container.
Selection One or more scene objects. Click selects, Ctrl-click adds/removes, dragging on empty scene space draws a rubber band (objects whose position lies inside are selected). Dragging a selected object moves the whole selection; Delete removes it; the inspector offers Create container and Remove for several objects.
Behavior Logic as an asset: a node graph plus the variables it declares. Placed like anything else (a diamond symbol in the scene); its parent is the owner the graph acts on.
Run in editor A switch only behaviors have (default off). With it on the behavior keeps running while the project is not playing – and unlike Play it then edits the saved model: what it moves or writes is a real change, autosaved and not on the undo stack. See Running without Play.
Collider A shape (box or circle) for collision detection, placed as a child of the object it belongs to (its body). Drawn as a green outline in edit mode only.
Override A per-object value that replaces the asset's value for one property. Only changed keys are stored; the inspector paints their label gold and offers a reset (↺) and an apply (↑) that writes the value into the asset instead. Both appear only where the value really differs from its base – an override carrying the asset's own value is none.
Default Every property has a schema default. Asset values that differ from it are marked gold in the inspector and can be reset (↺) the same way an override can. The asset's name in the Assets panel carries the same gold while any of them does (assetDeviates, src/core/properties/deviation.ts – the inspector marks the rows of that same schema, so the list cannot claim a deviation the inspector then fails to show). A behavior's variables are not in it: their default is declared on the variable itself, so the asset value cannot differ from it.
Instance An object resolved from a placed container's template. Its values can be edited – position, name, property overrides – and only what actually deviates is stored, as a sparse instanceEdits entry on the container object keyed by the template path. Everything else keeps following the template. Its structure cannot: it can not be removed, re-parented or given a collider, and nothing of the scene can be parented into it. ↺ ▾ resets to the nearest base, which inside a container is the template as the containers in between leave it; ↑ ▾ offers Apply to container (write the value into the template, where every other instance still at the old value picks it up) and/or Apply to asset (which drops the template's override as well). With one base left the menu collapses to a plain ↺ / ↑, with none the buttons disappear. Gold marks the same thing the buttons offer.
Unpack Writes a placed container's content into the scene as ordinary objects (hierarchy context menu, or the inspector's Content section). The ids survive it, so the selection does; from then on the structure is editable and the objects no longer follow the template.
Edit mode The Scene tab draws the project model; panels, grid, gizmos and drag-to-move are active.
Play mode The editor switches to a runtime copy of the project (same ids). A World is instantiated from its active scene (one entity per scene object, resolved properties as mutable state) and shown in the Game tab. Systems tick it and mirror their changes into the copy; every panel stays open and edits the copy, which the world picks up immediately. Stop discards world and copy – the saved model is never touched.

The camera defines what is rendered. A camera asset has a view size (width × height, default 640×360) and a zoom; the frame it covers in world units is size / zoom. The Scene tab draws that frame as an outline. The Game tab renders only that frame – fitted into the view with black letterboxing – and objects outside it are culled. Of several cameras the first one in hierarchy order that is switched on (enabled, its parents included) is the active one, so switching it off hands the view to the next; with none on the tab stays empty and says No active camera. Without playing the tab previews the scene through that same camera, so it shows what Play would show, minus the editor symbols. Play has no built-in behaviour (no input, no movement): everything that happens is defined by behavior graphs.

Editing while playing. Play opens the Game tab but leaves the editor fully usable: the Scene tab shows the live positions (symbols, gizmos and dragging included), the hierarchy and inspector show and edit the running objects, the graph can be changed, undo/redo work on the play session's own history. All of it happens in the runtime copy: values a behavior changes appear as overrides (gold, ↺ resets to the asset value), objects a graph destroys vanish from the lists, objects a graph spawns (Spawn node) appear in them – selectable, editable, still only in the runtime copy –, and Esc/Stop brings back exactly what was saved. Autosave pauses while playing.

Pausing. The toolbar's Pause button (or Ctrl+Enter) holds the running world: it is no longer ticked, so behaviors, timers and collisions stand still and the world clock stops with them. It is a sub-state of play mode, not a third mode – the runtime copy, the panels and the keyboard behave exactly as while playing, and everything the editor can do during play it can do during a hold. Keys and clicks that arrive while it is held are dropped rather than queued, so resuming does not fire a frame's worth of input at once. Stop clears the hold, so a paused game can never outlive its run.

Running without Play. A behavior switched to Run in editor goes on running while the project is not playing (src/editor/EditorRun.ts, ticked by the Editor next to the play session). The switch is an ordinary property, so it can be set on the behavior asset and overridden per object. What it runs is a World over the saved model, and that is the whole difference to Play: a position or variable it changes is a real edit – it is autosaved, the panels show it, and undo does not take it back. Which is why the switch is off by default and why it belongs on behaviors that arrange or build content rather than on ones that simulate.

Input goes to the tab you are looking at. While the Scene tab is on screen the keyboard and the mouse are the editor's – typing a name or walking the hierarchy with the arrow keys must not steer a game at the same time. In the Game tab, where no key means anything to the editor, they reach the run instead: On key …, Is key down and On click work there, and the tab says so in its top-left corner. Leaving the tab (or focusing a field in it) hands the keyboard back and lets every held key go, so nothing keeps walking with nobody pressing anything. What the run does not get:

  • structural changes to the content of a placed container – such content is resolved from the template, not stored (see Containers), and the editor run must not bake it out, since that is itself an edit. Its behaviors do run, and what they move or set is kept as an instanceEdits entry on the instance; but a Destroy of resolved content is dropped from the running world without being saved, and comes back the next time the world is rebuilt.
  • a second life – only the behaviors of the loaded scene run, and only in edit mode; Play stops the editor run, since that world runs every behavior anyway. An exception in a graph, or a Stop game node, ends the run and puts the reason in the notice line instead of repeating it every frame.

Behaviors (node graphs)

A behavior asset holds a Blueprint-style graph edited in the Graph tab of the centre area (the Scene tab shows the editable scene, the Game tab the running game). Ports come in two kinds: exec (white arrows, control flow) and data (coloured circles; number, boolean, string, object, any). Event nodes start a pulse; the interpreter follows exec edges and pulls data inputs lazily from connected outputs. Unconnected data inputs use the inline value shown on the node and editable in the inspector.

  • Variables are the behavior's own property schema (BehaviorAsset.variables): they appear in the inspector, can be overridden per placed instance, and each running instance gets its own mutable copy. Get variable / Set variable read and write them.
  • Owner = parent: a placed behavior is usually parented to the object it controls (inspector → Parent, or drag it onto that object in the hierarchy; dashed line in the viewport). The Owner node returns it; Self returns the behavior itself; Parent walks up from any object.
  • Node set (src/core/graph/nodes/, one file per node): events On start, On update, On key down/up/held, On timer, On collision enter/stay/exit, On click (the mouse pressed on the owner – anywhere when it has none), Start · flow Branch, Sequence, Repeat, Run behavior, End · data Self, Owner, Parent, Object by name, Name of, Is asset (is this object an instance of asset X – how you tell what you collided with), Get/Set variable, Get/Set property, Get position (local and world), Is enabled, literals, Add/Subtract/Multiply/Divide, Min/Max/Abs/Sqrt/Clamp, Floor/Ceil/Round, Modulo, Random, Time, To text, To number, Join text, Substring, Find text, Equals, Length, Distance, Normalize, Axis input (four keys → a normalized direction, so diagonals are not faster), Compare, And/Or/Not, Key is down, Mouse position, Mouse button, Is hovered, Is touching · actions Move (dx, dy, scale, dt – connect an event's dt for per-second movement), Set position, Set enabled, Set text, Spawn (asset setting + x/y/z, optional parent → outputs the new object), Destroy, Log, Stop game, Restart game. A node type is one file exporting a NodeDef (ports, settings, run), listed in nodes/index.ts; palette, ports, validation and inspector fields are generated from it. A port may declare a default for its inline value (e.g. Move.scale = 1), shown on the node and in the inspector.
  • Loops: Repeat runs its body output a number of times, counting index up from 0, and continues at done. Data nodes are cached for the length of one event pulse, but a loop round drops that cache, so an expression built on index really changes with it. That is what makes a graph able to work through a list: the Tetris example draws its 200 board cells that way, Object by name taking the name the round put together ("c" + index). Two guards, not one: a pulse may take 100 000 steps (a loop legitimately runs long), but exec edges may only nest 1000 deep – that is what catches a flow feeding back into itself before the call stack does.
  • A behavior as a node (nesting): a behavior that has a Start and an End node can be run as a step of another behavior's graph. Every input declared on the start node becomes an input port of the calling node, every output declared on the end node one of its outputs; the node is drawn under the behavior's own name, and the palette lists it there too, so a call is one pick. Declaring a port keeps both sides in step – renaming carries the typed-in value along, removing takes the edges hanging on it in every graph that calls the behavior. A call is a call, not an inlining: the nested graph runs in its own pulse cache with a fresh copy of its variable defaults, so values travel in and out through the ports and nothing else. That makes a call repeatable and keeps a nested behavior free of hidden state – for state, use a behavior object in the scene (see Cross-object state below). A behavior that would run itself raises an error instead of looping; there is one start and one end node per behavior. Three ways in and out of a call: drag a behavior out of the asset panel onto the graph and it lands as a call where you let go; double-click a call node to open the graph it runs. And a call that cannot do anything says so on the node – no behavior picked, the behavior deleted, or no start node in it. The last one is the one worth naming: without a start node there is no way in, so the call is skipped and the flow simply carries on at its exec output. A missing end node is not a defect – a call is always synchronous, "done" is the nested flow running out, and the end node only decides what comes back.
  • Cross-object state: a behavior's variables are the properties of its object, so another graph reads and writes them with Object by name → Get property / Set property. That is how the example game keeps one coin counter for the whole run.
  • Mouse: the Game tab feeds the pointer to the world in world units. On click fires for the behavior whose owner was hit – colliders decide when there are any, otherwise the sprites and texts of the owner and everything below it, so a button made of a box plus a label works as one. A switched-off screen cannot swallow clicks. A behavior without an owner has no shape that could be hit, so it takes every click inside the camera frame instead (the world x/world y outputs say where) – that is the "click anywhere" listener.
  • Idiomatic movement (the demo's "Mover", five nodes): On update → Move(Owner, dx = Axis input.x, dy = Axis input.y, scale = Get variable speed, dt = On update.dt).
  • Idiomatic platformer (the example game's "Player"): On update adds gravity · dt to a vy variable and moves the owner by (axis.x · speed, vy) with Collide with solids on; blocked y while falling means standing, so vy goes back to 0 and onGround becomes true; On key down (Space) sets vy = −jumpSpeed when onGround.
  • Editing: right-click the canvas for the searchable palette, drag port → port to connect (types are checked; a data input holds one link and is replaced), drag nodes, right-click a node or port to delete/disconnect, Delete removes the selection, wheel zooms. Everything is undoable.
  • Mouse and selection work as in the scene view. The middle button pans from anywhere, a node under the pointer included (shift-drag on empty canvas does too); the left button never pans. Dragging on empty canvas pulls a rubber band instead, which selects every node it touches – nodes are large rectangles, so touching counts, unlike the scene view's test of an object's position. Ctrl/Shift-click adds or removes single nodes, dragging any node of a selection moves all of them, and Delete removes all of them – one undo step either way.
  • Dragging an edge tells you where it would land before you let go: the port it would connect to wears a white ring and the line snaps to it. Dropping on a node's body rather than a port takes that node's first free compatible port – or, when none is free, the last compatible one, whose link is then replaced. A drop into empty space opens the palette filtered to the node types this edge could reach at all, and the picked node arrives already wired; node and link go in as one undo step (core/graph/dropTarget.ts decides all of this, the canvas only draws it). The dangling edge stays on screen while that palette is up, so the connection being made is still visible while its node is chosen.
  • Header bar (the same one the Texture and Container tabs have): the behavior picker, Add node… (the palette, dropping the node in the middle of the view – the right-click nobody finds), Fit (which zooms out far enough to hold every node, measuring each by its own drawn height – editor/graph/framing.ts), and the size of the graph as "N nodes · M links".
  • Selection-following, not selection-bound: selecting a behavior asset, a placed behavior or one of its nodes shows that graph; a selection about anything else (a sprite, nothing at all) leaves the tab on the behavior you were editing, because checking a sprite's position must not empty your work. Only a behavior that no longer exists is dropped, and then the tab falls back to another one – the picker is how you switch on purpose.
  • Live view: Play always switches to the Game tab; switch to Graph while playing and the exec edges and nodes that just ran light up – the same canvas draws editor and game, so this costs nothing extra.
  • Runtime: BehaviorSystem creates one GraphInterpreter per behavior entity; graphs only touch world entities. A runaway loop throws after 1000 steps and stops play with a notice.

Placing an asset: drag it in. Drag a row out of the Assets panel and drop it on the view – the Scene tab places into the active scene, the Container tab into the open template, so what you see is what you fill. While the pointer is over a view, an outline shows the footprint the object will have and a crosshair the origin it snaps to; it turns red when the drop would be refused, which today means a container that would end up inside itself (placementRejection, src/core/model/placement.ts – the same function the command runs, so the preview cannot promise a placement the drop then denies). Picking a container up selects it, but the Container tab does not follow that while a drag is in flight: the target must not swap out from under the pointer. Dragging is the only way to place: a double-click on a scene makes it the active one, on anything else it does nothing.

Editor symbols are always on top. The viewport draws scene content (sprites) in an objects layer and editor symbols (camera icon, labels) in an overlay layer above it, so a sprite can never hide a symbol regardless of z or hierarchy order. A viewport label keeps a constant size on screen however far you zoom, and both kinds of them – the object names of the Scene tab and the frame names of the Texture tab – read that size from one token (Theme.viewportLabelSize); the two viewportLabel styles differ in colour only.

Z-order is part of the position. position.z is the draw order of a scene object: higher z is drawn on top; objects with equal z keep their hierarchy (tree) order. It is edited in the inspector next to X/Y, undoable like any move, and applies in edit and play mode alike.

Hierarchy (parenting). Every scene object may have a parent in the same scene (SceneObject.parentId). Positions – including z – are local to the parent; the world position is the sum along the chain (src/core/model/hierarchy.ts). Children move with their parent and are removed with it (also when the parent's asset is deleted); undo brings the whole subtree back. Re-parenting keeps the world position by recomputing the local one, and cycles are rejected. In the Scene objects panel children are indented below their parent; drag a row onto another row to parent it, onto the empty space below the rows (or right-click → Unparent) to move it to the top level; the inspector offers the same as a Parent menu. Dragging into the gap above or below a row – its outer quarter, marked with a line instead of an outline – orders the object among that row's siblings rather than putting it inside, and re-parents it on the way when the gap belongs to another parent. Since equal z falls back to this order, that is also how two objects at the same depth are put in front of each other. A drag that lands where it started changes nothing and costs no undo step. A row's name turns gold when the object deviates from what it follows – its container template, or its asset – and also when anything below it does, so a folded subtree still shows that something inside was changed. It is the same gold the inspector paints an overridden label in. Rows with children fold: click the chevron (or press ←/→, or double-click the row) to open and close a subtree, right-click → Expand all / Collapse all for the whole scene. A scene opens fully collapsed – which rows are open is view state of the panel, never stored in the project – and selecting an object anywhere (viewport, Add collider, Create container) unfolds the way down to it and scrolls it into view, so a selection is never hidden. In play mode entities carry the same parent link: moving a parent entity moves its subtree, Destroy removes it. Get position exposes both the local and the world coordinates.

Editor offset (scene view only). Every scene object additionally carries an editorOffset – an x/y shift of where it is drawn, selected and dragged in the Scene tab, and nothing else. The game, collisions and the graph never see it; it is there to pull apart objects that sit on top of each other, such as the stacked title/win/lose screens of a game. It cascades like a position (offsetting a container offsets its content) and is edited in the inspector below X/Y/Z, undoable, with ↺ back to 0. It belongs to the placed object, so Create container and placing a container never carry it into the template.

Colliders and collisions

A collider is an asset (shape box/circle, width/height or radius) placed like any other object – typically as a child of the sprite it belongs to, so its position is the offset from that body and it moves with it. Right-click an object in Scene objects (or press + Add collider in its inspector) to get one with one click: a box collider sized like the sprite, parented at its centre. Colliders can be reused across objects, overridden per instance and stacked (hitbox + hurtbox on one sprite; colliders of the same body never collide with each other). They are editor symbols: green outlines in edit mode, invisible in play mode.

Play runs a CollisionSystem (src/runtime/systems/CollisionSystem.ts) before the behaviors: every frame it tests all collider pairs (world positions applied; touching edges do not count) and sorts them into enter, stay and exit. Detection never pushes anything apart. A behavior receives On collision enter/stay/exit for the colliders of its owner (its parent; itself when top-level): the outputs are other (the other body), other collider and collider (the own one). Is touching(a, b) answers the same question on demand – an object stands for its collider children, a collider for itself. The geometry lives in src/core/properties/collider.ts so editor and runtime agree on it.

Blocking is opt-in per movement: the Move node has a Collide with solids setting (default off). When enabled it moves an object one axis at a time and, after each axis, pushes its solid colliders back to just touch any solid collider they ran into – so the other axis still moves and the object slides along walls. Its blocked x / blocked y outputs tell which axes hit (always false with the setting off). A collider with Trigger (no blocking) enabled (isTrigger, drawn amber instead of green) still produces collision events but never blocks. An overlap that already exists is never resolved (no jolt when objects start stacked or inside a wall) but also never deepened, so such an object can always leave. A move longer than the thinnest collider involved is split into sub-steps – a fast object cannot jump across a thin wall and end up on the other side. Colliders of the moving object and of anything parented under it travel with it and cannot block it. Move without the setting and Set position ignore colliders entirely.

Textures

A sprite is a coloured box until it is given a picture. The picture is a texture asset, and the sprite points at it through the ordinary property texture — which is the whole design: because it is an ordinary property, instance overrides, Apply to container, Reset to asset, undo and Set property work on it without a single line written for them. One coin instance can wear a different picture than its nine siblings, and swapping a texture at runtime is a graph node that already exists.

Getting an image in. Dropping image files onto the canvas or Ctrl+V pasting one uploads it and makes the asset in one go; several files at once are imported one after another, and a file that fails does not stop the rest.

+ → Texture asks a different question and so opens a different dialog: not the machine's file system, but every picture the server already holds, as a grid of thumbnails. Files are never collected (below), so a picture one project dropped is still there for the next to pick up, and uploading the same bytes twice buys nothing. Picking one and pressing Use image makes a texture asset on that file; Upload… is the way in for a picture the server does not have yet, and lands in the same import as a drop. A tile captioned with an asset name is one this project already wears – picking it selects that asset rather than making a second one.

Where it goes. The image is uploaded as raw bytes to POST ?r=textures and stored as data/textures/{sha256}.{ext} — the file is named after its own content. That name buys four things: the same picture uploaded twice is one file, a stored file can be cached forever (a name cannot come to mean different bytes), the project document holds a short string instead of megabytes of base64, and deleting a texture asset is undoable for free because nothing on disk is removed. The price is that files outlive the projects that referenced them.

Colour tints the picture. color multiplies the texture, so it defaults to white (= no tint) and a picture shows its own colours. Tinting is worth having: one white coin picture becomes ten differently coloured coins, per instance, for nothing. Without a texture color is simply the fill of the box, as before.

filter is the texture's only property: Smooth (default) or Pixel art, which is the difference between crisp and mush when a small image is scaled up. Switching it needs a style.update() on the texture source, not just the assignment: Pixi's scaleMode setter writes the filters but leaves the style's cached resource id in place, and that id is the key the GPU sampler is looked up under — so without it the picture only changes on a reload.

Frames — cutting a sheet up

The Texture tab shows one texture with its frames on top: named rectangles in image pixels. Drag on empty picture to cut one, drag it or its eight handles to adjust it, and edit the exact numbers in the inspector; Delete removes the selected frame. Slice… cuts a regular grid at once — you give columns and rows (not a cell size: everyone knows how many tiles their sheet has, and deriving the cell size from the picture cannot disagree with it), with optional offset and spacing for padded sheets, and the dialog says how many frames of what size the numbers would produce before it commits.

A sprite then wears a frame instead of the whole picture — but through the same property. texture holds either a texture id (the whole image) or a frame id, because frame ids come from the same generator and are unique across the document. That is what keeps one picker, one property and one set of instance overrides, and what makes every sprite written before frames existed still mean exactly what it meant. The picker lists each sheet followed by its frames as "Sheet / Frame", and it is searchable, because one sliced sheet adds an entry per cell.

Frames are intrinsic data on the texture, like a scene's objects and a behavior's graph — not properties, since nothing about them is overridable per instance. All edits go through commands, so cutting, dragging, slicing and re-slicing are undoable, and one drag is one undo step. Deleting a frame leaves the sprites pointing at it: a dangling reference draws the plain colour and comes back by itself on undo. Deleting the whole texture counts the sprites wearing any of its frames, not just the ones naming the texture directly.

Fitting the sprite to the picture. The Width and Height rows of a sprite carry a ↔ / ↕ button offering two things: Fit to 64 × 48 sets that one side from the other and the picture's proportions — the frame's rectangle when it wears a frame, the whole image otherwise — and Set to 64 × 48 px puts both sides at the picture's own pixel size. Like ↺ and ↑ the button exists only when it would do something, and follows the same rule for how many: no offer means no button, one is a direct click, both make it the menu form ↔ ▾. So a sprite without a picture, or one already in proportion and at pixel size, carries nothing. Either action is an ordinary property write, so on an object it becomes an override, and setting both sides is still one undo step. The proportions are compared with a relative tolerance rather than exactly — of the 40 000 picture sizes up to 200 × 200, 3135 do not survive the round trip through a division, and an exact test would leave the button standing after its own click. The pixel size is compared exactly, because those two numbers are written as they are.

Rendering a frame is a texture matrix on the fill, not a Pixi sub-texture — a Graphics fill ignores a Texture's frame (measured, see viewport/textureFill.ts). One consequence is worth having: a sheet stays one GPU upload however many frames of it are on screen.

Nothing ever breaks on a missing picture. While an image loads, and for a reference that dangles because the texture was deleted, the sprite draws its plain colour — exactly what it looked like before textures existed. So there is no placeholder, no flicker and no error path. Deleting a texture warns how many sprites reference it (a texture is never placed, so counting placed instances would report "unused" for a picture a dozen sprites are showing).

Limits. nginx caps request bodies at 1 MB, so the editor shrinks images over 2048 px per side and re-encodes to WebP when they are still too big — but an image that already fits is uploaded byte for byte, because re-encoding pixel art would destroy it. Anything still too large is refused with a clear message instead of a broken upload. The server accepts PNG, JPEG, WebP and GIF, deriving the type from the content rather than from anything the client says, and rejects images over 8192 px per side.

Editing a container

The Container tab shows one container's template with the same viewport the Scene tab uses – ContainerCanvas subclasses SceneViewport and swaps nothing but which asset holds the objects, so picking, rubber band, dragging, gizmos, labels and parent lines are not written twice. It adds a cross at the origin, because that is the point the container is held by when placed: where the content sits relative to it is the thing being authored. A template has no background of its own – painting one would invent the scene it is not in.

The Scene objects panel lists whatever the visible tab edits, so in the Container tab it lists the template, with the same drag-to-parent, context menu and folding as a scene; the inspector, Delete and Ctrl+G work on template objects like on placed ones. None of that is a special case: a scene asset and a container asset are both ObjectHolders, and every object command takes a holderId that is either one.

Header bar: the container picker (searchable), Fit (frames the content, origin always included) and the size of the template as "N objects". Placing needs no button of its own: an asset dragged from the panel onto this view goes into the template, and a container dragged onto its own template is refused while it hovers rather than at the drop. Like the Graph tab it follows the selection without being bound to it – the container asset, one of its placed copies or one of its template objects shows it, anything else leaves the tab on what you were editing, and only a deleted container makes it fall back to another one. Selecting a template object also switches to the tab, the rule a graph node and a texture frame already follow: it exists in no other view. Selecting the asset itself does not.

Placing a container anywhere creates one object. Its content is never copied: resolveObjects (src/core/model/instance.ts) weaves the template in whenever the holder is read, one level per nesting step, and the resolved objects get derived ids – <instance id>~<template id>, joined by / for a container inside a container. That is what the hierarchy lists, what the viewport draws and what a command addresses. A container that reaches this one, directly or through another, is still refused – that cycle would resolve forever.

So editing a template changes every instance, structure included: add, delete or re-parent a template object and every placed container shows it immediately. What an instance may deviate in is values, and only per slot: an override key, one position axis, the name. Those live in instanceEdits on the container object and are dropped again the moment the value matches its base, which is what keeps "untouched follows, touched keeps" exact without any bookkeeping. That base is the template with the edits of every container in between woven in (InstanceTarget.base): inside nested containers the innermost template is not what a value falls back to, so comparing against it would drop an edit that does deviate – and the value would jump to the value of the container in between.

The other direction is therefore just as small: Apply to container writes the value into the template and drops the edit, Reset to container drops the edit alone.

Two places do spell the content out. Unpack does it on purpose – the objects become ordinary ones and stop following. And play mode bakes every placed container into stored objects, in the throwaway copy of the model, because a running behavior may destroy one of them and a resolved object has nowhere to remember that. Both keep the derived ids, so the selection and a check script survive them. A world built without baking (the editor run, WorldOptions.bakeContainers) runs that content all the same and writes through objectRef into the instance edits; only a removal has nowhere to go there.

Screens without scene switching

A screen (title, win, lose, a pause overlay) is just a container whose enabled is switched on and off. It keeps working while it is off in one important way: Object by name still finds it, so a graph can switch it back on. A behavior inside a disabled screen has no interpreter yet – it gets one, and its On start, the moment the screen is switched on, which makes "the screen initialises itself when shown" the default. Its variables survive being switched off and on again. A switched-off object is hidden in the Scene tab as well, so the editor shows what the game shows; it stays listed in the hierarchy panel, which is where it is selected and switched back on.

Restart game throws the run away and starts the scene again from the saved model – what the "Play again" buttons of the example game do.

Stack

  • PixiJS v8 – rendering and pointer events. No game engine; runtime systems live in src/runtime/.
  • Own canvas widget toolkit (src/ui/) – panels, buttons, lists, text/number/color fields, popups. The only DOM element is a hidden <input> used as a keyboard bridge (IME, mobile keyboard, clipboard) while a canvas text field is focused. Double-clicks are counted in clicks.ts, not read off the event: Pixi only puts a click count on the click it synthesises and leaves detail at 0 on pointerdown, so every press handler that trusted e.detail never saw a second click. Presses are counted per key rather than per widget, because a list rebuilds its rows when the first click changes the selection. Menus read as lists: entries are left-aligned and scroll once they pass 320 px instead of running off the screen. A menu that grows with the project – the parent picker lists every object of the scene – is opened with { searchable: true }, which puts a filter box above the entries (Enter takes the first match). A field that opens a menu is a Dropdown: value flush left, chevron drawn flush right rather than written into the label. Every label that can be wider than its control is cut with an ellipsis (truncate in Label.ts, shared by Label, ListRow and Button). A Button keeps the full text and measures from it – only what is drawn is shortened – and a subclass that puts something else inside the control takes its room off labelSlot(), so a long value is cut rather than run underneath the chevron. Given a width, a button is exactly that wide and truncates instead: the tab-bar buttons and the Graph, Texture and Container pickers keep their size whatever they show. The padding is an inset rather than a claim, so a 24 px icon button spends it on the glyph instead of truncating it away; a button that switches between label forms (↺ and ↺ ▾) asks for minWidth and grows. __gm.textOverflows() guards the whole class of bug: it reports any visible text drawn wider than the widget owning it, __gm.labelsDropped() guards the other direction – a button too narrow to draw any of its label – and the pickerWidth() of __gm.graph / __gm.texture / __gm.container catch a picker that resizes itself around its content (e2e step 14).
  • Vite + TypeScript, Vitest for the pure core.
  • PHP 8 JSON API (api/) storing one JSON file per project in data/projects/, with atomic writes and an integer revision that rejects stale saves (HTTP 409).

Layout

web/index.html         Vite source page (dev)            index.html   built page (generated, served)
src/core/model/        Project (object holders), Asset, SceneObject, hierarchy, walk (generic parent/child walks), instance (container content resolved from its template), container (the cycle guard)
src/core/properties/   PropertySchema, resolve (the only override merge), collider/camera/text geometry, enabled
src/core/commands/     undoable commands, CommandStack, SetBagValueCommand base, require.ts (validated lookups, and what an instance may not change), naming.ts
src/core/graph/        graph model, NodeRegistry/NodeContext/values, interpreter; nodes/<category>/<Type>.ts
src/core/store/        serialize (untrusted JSON → Project), HttpProjectStore
src/runtime/           World, Entity, System interface, Input tracker, CollisionSystem, BehaviorSystem
src/ui/                widget toolkit (generic, knows nothing about assets)
src/viewport/          WorldViewport base + SceneViewport/GameViewport, view (transforms),
                       items (what to draw), symbols (how to draw it)
src/editor/            App → Editor (layout + ticker), PlaySession (the run), ProjectSession (load/create),
                       state, actions, shortcuts, debugHook, autosave
src/editor/inspector/  Inspector panel, field factory, previewHandlers (scrub → preview → command),
                       one section per selection kind (asset/object/node)
src/editor/panels/     AssetPanel, HierarchyPanel, Toolbar
src/editor/graph/      GraphEditor (header + picker), GraphCanvas, NodeView, NodePalette
src/editor/container/  ContainerEditor (header + picker), ContainerCanvas (a SceneViewport on a template)
src/editor/texture/    TextureEditor (header + picker), TextureCanvas (picture + frames), SliceDialog, sheetView (the grid maths)
api/                   PHP backend            data/projects/   persisted projects
tests/                 Vitest unit tests      tools/           seed-*, e2e (steps in tools/e2e/), smoke-jumprun, smoke-tetris, lib/

The toolbar's right edge shows the frame rate (frames counted over a 0.5 s window, updated twice a second) in edit and play mode alike; __gm.fps() exposes the same number to tests.

Rules that keep it organised: core/ imports nothing from other layers; ui/ never sees assets; position exists only on scene objects; overrides are merged in exactly one place (core/properties/resolve.ts); the inspector is generated from PropertySchema – a new property is one schema line; a new node is one file plus a row in the table in tests/core/node-catalog.test.ts, which fails if a node has no case. Comments state contracts and reasons, not what the code does: a /** */ on every export whose name does not say it all, // only for a decision or gotcha.

Development

Node 22 is required (on this machine: PATH=/opt/node22/bin:$PATH).

npm install
npm run dev          # http://localhost:5175/game-maker/dist/ – API calls are proxied to production
npm test             # unit tests (core)
npm run typecheck
npm run lint         # ESLint, type-aware; --fix for the fixable half
npm run format       # Prettier over src, tests and tools
npm run check        # typecheck + lint + format:check + tests, what CI would run
npm run build        # writes dist/ and regenerates index.html
export GM_REMOTE=user@host                                    # where the browser runs; see below
node tools/seed-e2e.mjs && node tools/e2e.mjs                 # 387 editor checks, screenshots in /tmp/gm-e2e-*.png
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs   # 24 checks: the example game, played end to end
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs     # 17 checks: the Tetris example, played end to end

A run needs a working GPU. An idle editor page keeps rendering a picture that never changes, and in software that is ruinous: measured here on an idle page over 20 s, software WebGL costs 373% of a core at 8 fps, the same page on the Intel HD 630 via ANGLE/Vulkan costs 69% at 56 fps. The full suite takes ~124 s that way. tools/lib/browser.mjs therefore always asks for the GPU and has no software fallback – on a host without one, chromium should fail loudly rather than melt the machine down. (--use-angle=gl and --use-gl=egl measure cheaper still, but get no WebGL context at all, so the app never renders.)

GM_REMOTE=user@host moves the browser to another machine – tools/lib/browser.mjs starts it over SSH and forwards its CDP port back to 127.0.0.1, so the harness itself is unchanged. The checks load the public base URL, so the remote side needs only a browser and internet: no repo, no node. Setup is an SSH key (GM_REMOTE_KEY, default ~/.ssh/gm-win.key). Measured against a Windows desktop with an RTX 4070: the full suite in ~130 s and 24 smoke checks in 16 s, with this machine idle (0.4 s of CPU for the whole smoke run, load average 0.04). That is how the suite is meant to be run here. A local run works and costs 124 s, but it pins the development box – set GM_REMOTE and leave it set; without a reachable host, do not fall back to local, fix the host.

tools/remote/gm-browser.ps1 is copied over on every run, and getting the browser to die with the run took three tries, because two obvious leashes do not hold on Windows:

  • stdin is not a signal. Only the first chunk a caller writes ever reaches the remote command, so a heartbeat over stdin is indistinguishable from a dead caller – it killed a run at check 44.
  • A dropped connection does not kill the remote command. Windows OpenSSH leaves it running; measured, six orphaned chrome.exe survived a SIGKILLed tunnel.

What holds is the CDP port: while a run is under way the forwarded connection is established, and it closes the moment the run or the tunnel dies. The launcher watches for that with .NET rather than Get-NetTCPConnection – that one goes through WMI, which is denied to a non-admin account, and its broken CIM session took a browser down mid-run. A job object with KILL_ON_JOB_CLOSE catches the rest, and a 30-minute cap bounds anything still unforeseen. Measured: the browser survives 80 s of an idle held connection and is gone 44 s after the local node process is killed with -9.

Prettier owns the formatting (110 columns, single quotes, .prettierrc.json); Markdown is excluded because it pads table cells to equal width. ESLint therefore only ever means "this is a mistake", never "this looks different": eslint-config-prettier switches every stylistic rule off, and what is left is type-aware – unnecessary conditions, floating promises, duplicate imports, base-to-string. Where a rule fires on something deliberate, the disable comment states why (the Log node's console.log, a guard against untyped test hooks).

Each script writes to its own project (tools/lib/projects.mjs): the fixture project is rewritten by every e2e run, the jump-run and tetris projects by their seeders. The playground project is the author's own and is maintained in the editor – every tool refuses to touch it.

The e2e run is a list of steps in tools/e2e/ (hierarchy, inspector, play, assets, drawing, graph, parenting, colliders, containers, text/enabled, menus, textures, frames, overflow, aspect, container tab) that build on each other's scene state and share the CDP driver in tools/lib/harness.mjs – press, undo, play, object(id), world(), mutate(js) and friends, so a check reads like the interaction it exercises.

The example game (tools/seed-jumprun.mjs, project Jump and Run) is a complete little platformer built only from assets, containers and graphs: a title screen with a clickable Start button, a level of boxes with ten coins, gravity and jumping, a two-minute clock in the HUD, and a win / lose screen with "Play again". A coin is a container of its own (sprite plus trigger collider) placed ten times inside the level container – nested containers resolve through both levels, and picking one up destroys the container, not just the sprite the collider reported. tools/smoke-jumprun.mjs plays it in a headless browser (start, jump, collect, win, restart, lose) – it is the regression test for everything screens, text, mouse and platformer physics need.

The second example (tools/seed-tetris.mjs, project Tetris) is the same idea with data instead of physics. The board is a text of 200 characters, one per cell – . for empty, otherwise the digit of the shape that came to rest there. A cell is Substring(grid, row · 10 + column, 1), and clearing a full line is one expression: an empty row joined in front of everything above and below it. What the player sees is a pool of objects the graph addresses by name – c0…c199 for the well, p0…p3 for the piece that is falling – so nothing is spawned or destroyed while playing. Every frame tries exactly one move (turning beats moving beats falling), which is why the graph needs only a single "does it fit?" test instead of one per key. tools/smoke-tetris.mjs plays it in a headless browser (fall, move, turn, drop, land, clear a line, fill the well) – it is the regression test for loops, text nodes and names built at runtime.

The workspace folder itself is what nginx serves, so npm run build is the deployment.

API

All routes go through api/index.php?r=… (the site's nginx does not pass PATH_INFO).

Method Route Body → Result
GET projects [{id,name,revision,updatedAt}]
POST projects {name} → project document (201)
GET projects/{id} {id,name,revision,updatedAt,project}
PUT projects/{id} {revision, project} → {revision,updatedAt} or 409 {revision} when stale
DELETE projects/{id} 204
GET textures [{file,width,height,bytes,updatedAt}] – what the image picker offers
POST textures raw image bytes → {file,width,height,bytes} (201)
DELETE textures/{file} 204

Uploads send the bytes as the body rather than multipart/form-data: no boundary parsing in PHP, and PHP's upload_max_filesize (2 MB) never applies — only post_max_size. The stored files are served statically from data/textures/, so reading an image never runs PHP.

There is no authentication yet; data/ is world-readable. Both are phase-2 topics.

Keyboard

Ctrl+Z / Ctrl+Shift+Z / Ctrl+Y undo/redo · Delete remove selection · Ctrl+G create container from the selection · Ctrl+Enter play, and pause/resume while playing · Esc stop · Ctrl+V import an image from the clipboard as a texture (ignored while a text field has focus) · Tab cycles fields · number fields: drag to scrub (Shift ×10, Alt ×0.1, snapping to the grid of that increment, so a step-1 field lands on whole numbers), ↑/↓ step, shown with three decimals (ui/math.ts, NUMBER_DECIMALS) so a fractional value never reads as a whole number — except where the value is integral by nature (frame rectangles, the slice dialog), which set NumberField's decimals: 0 and show plain whole numbers · viewport: wheel zooms, middle-drag or Shift+drag pans, drag on empty space rubber-bands, Ctrl-click toggles an object in the selection (hierarchy rows too).

Not yet

Several scenes in one run (a Load scene node – screens are containers today), sound, auth, touch-optimised layout, graph comments/groups. A frame is always stretched to the sprite's width × height: no animation (nothing steps through a sheet's frames yet) and no nine-slice. Slicing cuts a regular grid only — no detection of where the sprites actually sit on the sheet. Unreferenced image files are never collected – deliberately, since the image picker offers them again; nothing deletes a stored image except DELETE ?r=textures/{file}.

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Browser game maker: Pixi v8 canvas editor with visual behavior graphs, PHP API
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