Files
feuerwerk/src/core/properties/resolve.ts
T
adminandClaude Opus 5.5 8b44f97c35
game-maker / gate (push) Successful in 3m7s
game-maker / suite (push) Failing after 8m51s
Let a child sort with its parent so its Z stays local (#232)
An animated or set Z of -1 on a weapon put it behind everything on Z 0,
not just behind the player holding it. A child can now opt in to being
drawn at its parent's place, so its own Z only orders it against the
parent and its siblings.

- New property "Sort with parent" on sprites, texts and particle
  emitters, shown in the inspector right under Z. It is a normal
  property, set on the asset and overridable per object.
- With it on, the rest of the scene sees only the parent's Z and, where
  the layer sorts by Y, the parent's feet. Below 0 the child is drawn
  behind the parent, from 0 on in front.
- It works across levels: a grandchild with the switch hangs on the top
  object of the chain.
- It has no effect under a parent that is not drawn itself (container,
  behavior, camera, collider) or under a tilemap.
- New assets start with it on, saved ones read as off, so old projects
  draw unchanged. For that a schema row now has "initial" next to
  "default". The gold "changed" mark and reset follow "initial", so a
  fresh sprite is not marked as changed. No load migration is needed.
- parentGroups() in drawOrder.ts gives a slot only to the top of a
  chain and inserts the children there. Editor, play mode and picking
  all use it, so they agree.

Tests:
- 10 new unit tests in tests/viewport/sort-with-parent.test.ts.
- 8 existing tests list the sprite rows or defaults and got the row.
- New e2e check 5b-ii clicks the switch and checks order and undo.
- Counter-checks, all originals restored by cmp: switch ignored fails
  7, children not sorted by Z fails 6, no chain fails 1, "initial"
  ignored fails 9, row missing in the inspector fails e2e 5.
- ./check.sh: 166 files, 2426 tests, CHECK EXIT 0.
- e2e 5: ALL PASSED, 13 checks. Check total 1398, computed only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 23:08:09 +02:00

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import type { Asset } from '../model/Asset';
import { type PropertyBag, type PropertyValue, sameValue } from '../model/Properties';
import type { Project } from '../model/Project';
import type { SceneObject } from '../model/SceneObject';
import { initialOf, propDef, schemaForAsset, schemaForObject } from './PropertySchema';
/**
* Schema defaults filled with the asset's own values. Keys unknown to the schema are ignored, so
* stale data never leaks into the editor.
*/
export function resolveAssetProps(project: Project, asset: Asset): PropertyBag {
return valuesOver(schemaForAsset(project, asset), asset.props);
}
/**
* The only place where overrides are merged onto asset values. The rows are the object's: a
* sprite overriding its shader has that shader's parameters, not the asset's.
*/
export function resolveSceneObjectProps(project: Project, asset: Asset, object: SceneObject): PropertyBag {
const schema = schemaForObject(project, asset, object);
const bag = valuesOver(schema, asset.props);
for (const def of schema) {
const override = object.overrides[def.key];
if (override !== undefined) bag[def.key] = override;
}
return bag;
}
function valuesOver(
schema: readonly { key: string; default: PropertyValue }[],
values: PropertyBag,
): PropertyBag {
const bag: PropertyBag = {};
for (const def of schema) {
const own = values[def.key];
bag[def.key] = own !== undefined ? own : def.default;
}
return bag;
}
/** Whether the asset's own value differs from what a new asset starts with – the asset-level override. */
export function isModified(project: Project, asset: Asset, key: string): boolean {
const def = propDef(project, asset, key);
if (!def) return false;
const own = asset.props[key];
return own !== undefined && !sameValue(own, initialOf(def));
}
/** The value the object would have without its override for `key`. */
export function inheritedValue(project: Project, asset: Asset, key: string): PropertyValue | undefined {
return resolveAssetProps(project, asset)[key];
}
/** An override that happens to carry the asset's own value does not count as a deviation. */
export function deviatesFromAsset(project: Project, object: SceneObject, asset: Asset, key: string): boolean {
const own = object.overrides[key];
return own !== undefined && !sameValue(own, inheritedValue(project, asset, key));
}
/**
* Compared as overrides, not as effective values: both sides resolve against the same asset, so
* "neither overrides" means equal even when the asset value changed since.
*/
export function deviatesFromTemplate(object: SceneObject, base: SceneObject, key: string): boolean {
return !sameValue(object.overrides[key], base.overrides[key]);
}