adminandClaude Opus 5.5 e53121a0bb
feuerwerk / gate (push) Successful in 5m56s
feuerwerk / suite (push) Failing after 20m55s
Let a behavior hear a song, pattern or sound come to its end (#373)
A game should be able to start the next piece of music when one is
over, or wait for a sound before it goes on. Until now a behavior
could start and stop music and sounds, but never learn that they had
ended.

- Two new events: On music finished with the fields Song and Pattern
  and the input playback, and On sound finished with the field Sound
  and the input voice. Both give out what ended and stopped.
- Two new data nodes, Music playing and Sound playing, ask whether
  something is still heard.
- Over means nothing is heard any more: no tail of the effects, and
  a fade-out has run down.
- stopped is on for Stop song, pattern or sound, when the behavior
  that owns it ends and on a scene change. For a sound also when a
  newer voice needs its place or the file does not load.
- Only what the Play nodes of this run started is heard, across
  scene changes too. Previews in the tabs, compositions and notes of
  instruments do not count.
- Switch song ends nothing. The number goes on, and the end is told
  under the song heard last.
- Playbacks and the SoundLibrary tell each end once to a new
  PlayedEnds per run. The AudioSwitch passes them on from both sinks.

Found and fixed: a pattern whose last bar ends in silence counted as
done up to one planning window before its end. In e2e 65 the next
pattern started after 1.962 s instead of 2 s. Scheduler.done now also
wants the playhead to have reached the end. Cleaning up done
playbacks therefore comes a few tenths of a second later. One test
that expected the early end is adjusted.

Tests:
- Unit: 23 new (played-ends 12, sound-library 5, node catalog 5,
  audio-switch 1), all green.
- Counter-probes: 19 bends, all red. One was green at first for want
  of a case, which is added now.
- e2e 65 on atx: ALL PASSED, 78 checks. New 65k6: the event came
  once with stopped off, and the second pattern started 2.051 s after
  the stinger. Stop song gave exactly one end with stopped on, and
  the switch from 65k3 gave none.
- Gate on atx: CHECK EXIT 0, 337 files, 5222 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 14:48:16 +01:00
2026-09-13 10:35:16 +02:00

Feuerwerk

feuerwerk

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/feuerwerk/ · Widget playground: https://nockal.com/feuerwerk/?playground

The documentation is the wiki: https://git.nockal.com/meleki/feuerwerk/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, joint, container, clip area, texture, vector art, pixel art, palette, animation, curve, tile, tilemap, state machine, shader, shader function, font, sound, sound FX, instrument, pattern, song, bus, video, composition, 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.

npm install
npm run dev          # http://localhost:5175/; API and data 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:

node tools/seed-e2e.mjs && node tools/e2e.mjs      # the editor, 2090 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 runners: 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.

Documentation

Page What it covers
Concepts Assets, scene objects, overrides, play mode, the camera, the console
Accounts Signing in and out, the accounts, who a project belongs to, what the check tools need
Scenes The edited scene, the start scene, and switching scenes from a graph
Scene editing Placing, z-order, hierarchy, the editor offset
Behaviors Node graphs: variables, the node set, structs and lists, loops, nesting, editing
Structs Struct assets: a named shape that struct variables, fields and Pack/Expand follow
Colliders Shapes (box, circle, capsule, polygon), collision events, blocking movement, one-way colliders and raycasts
Physics Rigidbodies, the collider material, gravity, the fixed step, joints
Textures Images, frames, nine-slice, the filter, upload limits
Vector art Pictures drawn from shapes: the pen, curves, gradients and texture fills, combining shapes
Pixel art Pictures painted pixel by pixel: the palette, the tools, layers and frames
Fonts Font assets, the picker, what a text falls back to
Sounds Sound assets and clips, Play sound, buses and the Master routing, sound FX
Instruments Instruments as node graphs, Chips and presets, the keys of the Instrument tab, Play note
Patterns Patterns and the piano roll, playing one in a loop or from a game
Songs Songs, their tracks and items, routing, recording, playing one from a game
Videos Video assets and clips, wearing one on a sprite, recording the game view or the editor
Animations Animation assets and the Animation tab
Curves Easings drawn by hand, the Curve tab, using one on a key or a Lerp
Shaders Shader graphs that sprites, texts, particle fields and cameras wear, their node set, passes, shader functions
Particles Particle graphs: a particle as a function of its age
State machines The asset, named transitions, State branch, Set state and State transition
Containers Templates, instances, screens
Compositions Objects, videos and sounds laid out in time, the Composition tab, playing one in a game
Tiles The tile asset, plain tiles and the two autotile kinds, the pictures as animation steps, the Tile tab
Tilemaps The tilemap asset, painting in the scene view, layers, what it looks like in the game
Plugins Extending the editor: the plugin file, how it is loaded, switching one on and off, API v1
Keyboard Every shortcut
Architecture Stack, source layout, the rules that keep it organised
Development Commands, the e2e suite, the example games, CI
API The PHP JSON API and the project document

Ideas, gaps and bugs

They live in the issue tracker: https://git.nockal.com/meleki/feuerwerk/issues. What is not there yet is listed on the wiki's Home page.

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