Describe private behavior variables (#257)
Behaviors explains the lock switch, the read-only default value and Keep as a pin icon. Development has the new total of 1527 checks.
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@@ -24,6 +24,17 @@ playing use the same two words.
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means the behavior's own, a **Variables asset** means one value per key for the whole run (see
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below). Switching it changes nothing else — a port whose name the new source does not declare is
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marked, not dropped.
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A variable switched **Private** (the lock beside the *Keep* pin, off for a new variable) belongs to the
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behavior's own graph alone: a placed object neither shows it in its inspector or Variables tab
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nor overrides it, not even with its live value while the game runs — look into the graph for
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that. Switching a variable private drops the overrides every placed object had for it (one undo
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step brings them back), and a running game writes no private value back into the scene. Inside
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the graph nothing changes: `Variables` node, default, *Keep* and one value per instance. On the
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behavior asset the value of a private variable is greyed out and read-only; the graph sets it.
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Switch the lock off to change the default there.
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A `Properties` node of type *Behavior* does not offer a private variable under `+ Property`, but
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a port that names it still reads and writes it — one picked while it was public, or one typed by
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hand under type *Any*.
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`Properties` is the same node for the
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object it is handed (fixed input `object`). Its **Type** setting, above the list, decides what
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`+ Property` offers: *Sprite*, *Text*, *Collider*, *Camera* and *Container* offer their fields,
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@@ -283,7 +294,7 @@ playing use the same two words.
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A behavior **without a start node** is called from its **On start** nodes instead, all of them in
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graph order, as when it starts on its own. It takes no inputs then, but its end node still hands
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back what it is given. With a start node in the graph, its On start nodes stay out of the call.
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- **Keep** (a switch on each variable of the called behavior, in its inspector): a kept variable
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- **Keep** (the pin on each variable of the called behavior, in its inspector): a kept variable
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picks up where the last call **from this node, on this object** left it; the others start at
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their default every call. Every variable starts out not kept, a new one as well as one from a
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project saved before the switch existed; Keep is switched on by hand. Two call
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@@ -15,7 +15,7 @@ npm run build # writes dist/ and regenerates index.html
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php tools/make-user.php <name> <password> [admin|user] # an account; every tool signs in (see Accounts)
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php tests/php/accounts.test.php # the API's account rules, no server needed (CI's gate job)
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php tests/php/snapshots.test.php # the snapshot store (#231), the same way
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1520 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1527 editor checks, screenshots in /tmp/gm-e2e-*.png
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GM_STEPS=20 node tools/e2e.mjs # or 1-12, or 6,20 — a subset while working on one step
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./e2e.sh start [GM_STEPS] # the same run detached, see below
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./e2e.sh status # live progress, or the last run's result
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