Describe sprite preview, machine ports and shared local machines
The wiki catches up with the last four commits in the code repo.
- Concepts: new paragraph Sprite preview. Architecture lists
SpritePreview.ts and previewFit.ts.
- State-machines: a Start input or a Variables node can name the
machine it carries. A called behavior now shares the caller's
local machines instead of starting empty.
- Behaviors: the warning at Run behavior for a different machine,
the shared local machines and Get world position in the data nodes.
- Scene-editing: a half sentence on Get world position.
- Development: e2e sum 1744.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Move Keep from the Run behavior node to each variable (#229)
- Behaviors: the point "Keep" describes the switch in the variable
row. New variables start with it on, existing ones off.
- State-machines: back to the text before #229. Local machines in a
called behavior start empty on every call.
The pages described snapping as a checkbox and, in vector art, as a
Grid button. Both are now the same magnet toggle.
- Behaviors, State machines, Particles, Shaders and Vector Art name
the magnet instead of the checkbox or the Grid button.
- Architecture lists SnapToggle and headerIcons.
- Development carries the check total 1188.
Tests:
- 1188 is computed (1184 + 4), the full run is left to CI
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A machine that arrives as a value can still be commanded (#58)
State machines: State branch gains else and always continues somewhere,
Set state by name resolves id first then name and has a way out called
not found. The paragraph about ports being read off the graph now names
the way around it and its price. Behaviors, Home: node lists.
Development: 932 checks.
A state machine says where it starts and who it tells, so the page says it too (#53, #54, #55, #57)
State machines: the start state and how it is set, the two event nodes
with their order, the cap and who hears them per scope, the two reader
nodes, and the highlight in the tab while playing. The old "events and a
highlight are later steps" sentence is gone, as is "a global machine
starts each run in no state at all".
Behaviors: the four new nodes in the node set. Home: the state machines
row. Development: 885 checks, twice.
A page that counts things is only true until the count changes
The e2e suite grew a scope step and stands at 868 checks; the node set gained Emit and
the three state-machine nodes; the index lost track of Fonts and Particles; and the closing
paragraph on state machines still promised a per-instance state the Scope section had already
taken back.
A shared value is an asset you point at, not a word on a declaration (#91)
Behaviors: the Variables node's source setting, and Shared state rewritten --
a Variables asset instead of the coin counter's detour through Object by name,
including what the run does not write back and what the inspector shows live.
Concepts: the new asset type in the glossary and in the list of the unplaceable;
a machine's Scope replaces the flat claim that every instance keeps its own.
Architecture: sharedState and Scope in the file map.
State machines: the Scope section (#59).
A transition is a named arrow between two states, drawn without pins (#52)
State machines: the asset is no longer "a set of states and nothing more" -- it
holds the moves between them. How a transition is drawn (right-click, Make
transition, click the target), why a state still carries ports it never shows,
what the arrow looks like border to border, and that the inspector's out/in lists
are the only way to delete one. Names need not be unique across a machine, only
among the transitions leaving the same state, and that is exactly what makes one
`State transition` node usable from several states. The node itself is the third
way a behavior reads a machine, beside `State branch` and `Set state`.
Concepts, Home: the summary lines name `State transition` too.
Development: 844 -> 862 checks.