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feuerwerk/README.md
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rootandClaude Fable 5.1 d4b1ffa051 Z-order via position.z and reset-to-default for asset properties
- Position is now { x, y, z }; higher z draws on top, ties keep hierarchy order
- Viewport sorts the objects layer deterministically (syncDrawOrder)
- Inspector shows a Z field; asset properties that differ from the schema
  default are marked bold with a reset button (ResetAssetPropertyCommand)
- isModified() helper, unit tests, E2E checks and seed updated

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-07 11:42:18 +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.
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`) and typed properties. Assets have **no position**. |
| **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. Scenes cannot be placed. |
| **Override** | A per-object value that replaces the asset's value for one property. Only changed keys are stored; the inspector marks them bold and offers a reset (↺). |
| **Default** | Every property has a schema default. Asset values that differ from it are marked bold in the inspector and can be reset (↺) the same way an override can. |
| **Edit mode** | The viewport draws the project model; panels, grid, gizmos and drag-to-move are active. |
| **Play mode** | A `World` is instantiated from the active scene (one entity per scene object, resolved properties as mutable state). Systems tick it; nothing writes back. **Stop discards the world.** |
**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`. In edit
mode that frame is drawn as an outline. In play mode only that frame is rendered – fitted into
the viewport with black letterboxing – and objects outside it are culled. A scene without a
camera renders nothing in play mode. Play has no built-in behaviour (no input, no movement):
behaviour will come with scripting in a later phase.
**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.
**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 order. It is edited in the
inspector next to X/Y, undoable like any move, and applies in edit and play mode alike.
## 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.
- **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, property schema, resolve, commands, store – no Pixi imports
src/runtime/ World, Entity, System interface, Input tracker (no systems yet)
src/ui/ widget toolkit (generic, knows nothing about assets)
src/viewport/ scene renderer: model in edit mode, world in play mode
src/editor/ App composition, state, panels, inspector field factory
api/ PHP backend data/projects/ persisted projects
tests/ Vitest unit tests tools/ e2e.mjs (CDP smoke test), seed-demo.mjs
```
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.
## Development
Node 22 is required (on this machine: `PATH=/opt/node22/bin:$PATH`).
```bash
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 build # writes dist/ and regenerates index.html
node tools/seed-demo.mjs <projectId> # reset the demo project to the state the e2e run expects
node tools/e2e.mjs <projectId> # headless end-to-end run with screenshots in /tmp/gm-e2e-*.png
```
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 |
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+Enter` play ·
`Esc` stop · `Tab` cycles fields · number fields: drag to scrub (`Shift` ×10, `Alt` ×0.1),
`↑`/`↓` step · viewport: wheel zooms, middle-drag or `Shift`+drag pans.
## Out of scope for phase 1
Textures on sprites, physics, scripting, multi-select, z-order UI, auth, editing while playing,
touch-optimised layout.