A Tetris example project needs to draw 200 board cells and scan rows for a full line. Neither is expressible without iteration, so the node system gets a Repeat node plus the missing text side: Substring, Find text and To number. The interpreter drops its data cache once per round -- otherwise every round would recompute with the first round's values. Object by name takes its name as an input now, not just as a setting; addressing "c" + index is impossible otherwise. An unconnected input reads the stored setting, so saved projects are untouched. The board itself is a 200-character text, "." for empty. That makes both operations of Tetris a single expression instead of a loop, and each frame attempts exactly one move -- rotate beats sideways beats fall -- so the fit check exists once in the whole graph. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
17 lines
543 B
TypeScript
17 lines
543 B
TypeScript
import type { NodeDef } from '../../NodeRegistry';
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import { asString } from '../../values';
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import { obj, str } from '../shared';
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export const ObjectByName: NodeDef = {
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type: 'ObjectByName',
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label: 'Object by name',
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category: 'data',
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description:
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'Finds a scene object by its name. The name is an input, so it can be put together at runtime ' +
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'("cell" + index).',
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inputs: [str('name')],
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outputs: [obj('object')],
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params: [],
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run: (ctx, inputs) => ({ outputs: { object: ctx.findByName(asString(inputs.name)) } }),
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};
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